soltakss said:
In that case, why not have the chance of making an enchantment limited to the minimum of the Enchant and Relevant Runecasting skill?
That's a sensible idea but it doesn't really solve the problem - even a guy with just 20% is going to succeed eventually. In fact, by the time he's done it 4 times his chance of succeeding at least once has grown to nearly 60%. For a Magnitude 4 Weaponbless, for instance, this means that after 3-4 enchanting sessions (that's two days (16 hours) work each, i.e. about a week) Mr Twenty Percent - an incompetent bozo - is likely to have a +20% to hit, +4 damage weapon which has cost him
nothing except a week's lost employment opportunities and 4 POW, which he can rebuild.
For reference, in a certain other game often ridiculed for its ridiculous oversupply of magical geegaws, a +4 weapon is worth 32,000 gp, costs half that in materials and 32 days work to produce, and requires a character to be 12th level and have taken a fairly specific Feat.
It would help slightly more to require
both the spell and the enchantment to be rolled, but I'm still not sure it fully solves the problem.
In addition to the house rules I've already suggested, some material cost might be in order - perhaps 500 x M^2 silver, where M is the magnitude? This would be expended whether or not the enchantment worked.
Otherwise, the MRQ world ought by rights to be awash with magic items.