Another suggestion (someone pls quote this so that Templayer can see it and put it in the tracker):
I've mentioned this furtively in the item stratification file that went into the tracker - but I think it would be a good idea to actually increase ID/Repair item caps for all items in the game. The reason for this is that at Master level 10 in ID/Repair Item, the character can already identify/fix anything, leaving the very existence of the Grandmaster level redundant. Just so it's simple, I suggest increasing every single item's ID/Repair value by 66% (rounded up to the next integer), meaning that the highest tier items will require 50 points in order to identify or repair rather than the current 30 points - making a mere Master in the skill insufficient. It seems clear that these point values for repairing or identifying an item were balanced for MM6, which didn't predict a Grandmaster skill - and were just ported wholesale without revisions to MM7 and MM8.
Masters would still hold their own, as at level 10 the player would require just a single "of Items" boosting item of at least +7 to the skill. 17*3 = 51. While it would make things easy, it would take up a ring or amulet slot potentially for something better, somewhat reducing the amount of convenience compared to now, so GM characters would have a not insignificant advantage here. In fact making the peak level 60 doesn't seem like such a stretch here either - keep in mind that "of Items" enchantments can go all the way up to +25. An expert with a skill level of 5 could already achieve 60 points in the skill with a single perfect roll of a ring or amulet with this enchant.
Repairing would be a bigger problem though, since there is no item enchantment that provides this kind of boost, leaving characters with no way to boost their Repair skill. Increasing the repair cap would therefore have the following effects if the party's main fixer can't get Grandmaster:
- Increase the game's difficulty, forcing more returns to town at later levels to fix the gear.
- The above could feel an "artificial increase in difficulty" to some and increase frustration, but personally I think the best adventures always involved several returns to town (Abandoned Temple in MM6, anyone?). Enemies that can break your gear could feel like a major rather than a minor inconvenience - retro style difficulty mechanic
- This would also provide a gold sink at high levels, especially for parties with no GM Merchant in them
- Make the player more conscientious about hardening their items!
If you feel the above consequences are too drastic or not acceptable, another enchantment type could be added, "of Repairing" - analogous to "of Items" - boosts the character's repair item skill. Then a party with a mere master of repairing boosted +7 could cover everything. What do you think?
Last edited by Xfing
on Sep 1 2019, 21:08, edited 3 times in total.