I think the general balance issue on apply dynamic alchemy to any object is basically this:
If the same rules apply for all armor type items (boots, gloves, helmet, shield, girdle, bracers, and the armor itself), players can really crank up their power. For most of those, there is a limit on how good you can find (and the good ones are generally artifact level, so pretty hard). But if through shadow alchemy I can make decent (say resist +25%, or ones that give me stats) at some reasonable level (say 20), it now can become pretty easy to run around with 50% resistance in everything, or perhaps more a problem straight 30 stats (make that +2 int helmet, +2 con shield, etc). The armors that give out stat bonuses is really pretty limited right now. Of course, various controls can be put in place to prevent this (limit stats based on different objects, etc), but this then starts to make a more complicated system - such controls should be done in a file, not hardcoded, and this starts to look like a formula file in a different regard. We should assume that clever players will likely figure out how to create whatever they want - we shouldn't believe that having imprecise or random effects will limit it - all that will really happen is that players will pretty much only use the objects that give them the needed effects. _______________________________________________ crossfire mailing list [email protected] http://mailman.metalforge.org/mailman/listinfo/crossfire

