I'm incredibly excited about being able to implement magic, I have great plans, which include an overhaul of Monster AI to make them quite smart (where the situation calls for it), but for now, I've got an idea for a crafting system that I can include without making too much sacrifices in terms of gameplay and playability. Its something akin to what I talked about earlier, but much simpler.
Effectively, at special forges scattered about the dungeon, one should be able to disenchant non-Artefact items into their constituent parts. So given an item like this:
A Bronze Great Sword [+4, +4] of Goblin Slayingit increases your damage against goblins (+5)it increases your chance to hit (+4)it increases the damage you deal (+4)
...this item could be "disenchanted" into three residual elements. Using special anvils, also scattered about the dungeon, one could reassemble various residual elements of your choice into new item, given the investment of a plain non-magical "base" item, and...something else.
The something else is the tricky bit. This should be a non-trivial process in terms of consequences for the character, even though the interface for doing so may be simply nothing more than dropping all the items concerned onto the anvil and pressing 'A' to activate it.
The obvious penalty is something like losing a point of CON, or some HP or something every time a magical item is created. Along with the risk that the process won't work. But I don't want the cost to be too prohibitive. After all, what I'm suggested is a mechanism that is effectively a means of getting round (to a degree) resist-farming.
Anyone got any thoughts on what the trade-off should be? Or the consequences for failure at this process?