duvessa wrote:wisp412 wrote:This is fixable by both making more brands for aux armour, and making branded aux armor more common to compensate.
If you wasted the scroll on your aux armour, then you miss a chance to brand anything else. Its an interesting choice because you can use it to brand three wildly different things with the scrolls. So do you roll for a better weapon? Better armour? Or better evocables? If you miss it usually doesn't matter right now anyways, and personally, I use scrolls of Brand Weapon on random +x weapons of the same category, and not my main weapon. So theres no risk involved currently either, unless you choose to make it a risk.
Ideally, you would want to use these on wands or evocables that you don't like for a chance to get something better, I think its really unlikely that the primary use for these would be for branding equipment given the popularity of evocables. Everyone seems to love acquirement just for the chance of getting a good wand going by some forum posts.
"Let's add something totally broken, then add 5 billion more things so that the first thing works"
This is
scroll of inversion reincarnated. Give it up.
I was actually only suggesting changing one thing to make the scroll better. If branding armor is actually that broken, then rerolling jewelry, consumables, or evocables is still interesting. I don't see how this is perceived as "lets make the player stronger", but "lets add more uses to a scroll with limited uses". Branding weapons is already really strong, but only useful on so many character types. Furthermore, I think it would be nice to have more aux brands anyways, along with negative brands, but that belongs in a different discussion, and perhaps, needs to be discussed before this is added. If it is decided that branding aux armor
could be interesting, than more aux armor brands should be discussed, and decided separately if that is an interesting system by itself, and if it isn't then that part of the scroll would be dropped. Just saying that this is bad because it would cause more discussion sounds like bad reasoning to me. A good reason to drop this idea is that it might overlap with scrolls of acquirement too much, but those seem weighted to give things you haven't seen so you can influence the roll, and seems to scale with evocations.
Now if you want to say rerolling rings/ amulets, and wands/ rechargeable evocables is too strong then I have to disagree. Most wands are already really good, except for a wand of magic darts. So you could get rid of 'bad' things with this scroll like wand of magic darts, or extra copies of wands you have, scrolls of random uselessness, and potions of poison, which I don't see being stronger than branding a weapon. Its the same with most consumables, but not with most jewelry. Jewelry would be one of its main uses, but given that having copies of jewelry is pointless, and the number of bad existing brands for jewelry this would just improve your odds of having some resistances. Most of the really good jewelry seems quite rare already as well.
This keeps the theme of a scroll that can reroll an item, but is quite random if it gives you anything decent. Adding more uses to a scroll doesn't seem like powercreep to me, but maybe I am wrong. I also think that all the extra uses are interesting, and each use of the scroll has to be decided by the player on a case by case basis.
At worst this is a scroll to make up for what the range doesn't give you. No weapon brands? Not enough potions? No resistances? Playing an Artificer but only have wands of magic darts? These give a chance to give you more of what the range didn't, but isn't as useful if you already have everything. On a character that had some of everything, then this would be used for a chance of a benemut, exp potion, scroll or acquirement, enchantment scrolls, heal wand, or haste wand. Give the chances of getting any of those, I would say that another chance at those isn't broken enough to drop the idea, and if that is the sole reason the idea would be dropped, then you could just lower the chances for the better rolls.
I do want to point out that my original inspiration for this was for branding jewelry and evocables.
Edit: Underlined a key point that I think addresses why this would be useful in most games.