» Tue Jun 19, 2012 3:32 pm
Oh ho ho, Bethesda ought to see this one!
Though I personally think that weapons and armor should require nothing but gold to upgrade, enchant and recharge. It would be nice if the quality was influenced or determined by the artisan's own skill--that is, most smiths would be considered "common," Balimund in Riften (the expert Smithing trainer) would be expert-level, and Eorlund Gray-Mane (the master trainer) would be able to improve weapons and armor better than all other smiths. I would say that your relationship/level of friendship with the artisan should make a difference in pricing, but (1) some people can be befriended to a greater extent than others and (2) that would be a little game-breaking if you're the Harbinger of the Companions and therefore have both access to Eorlund and a good relationship with him (as well as game-breaking in any similar such scenario).
It's a brilliant idea because it give us non-artisans a way to have reliably upgradeable, enchanted and regularly-charged items without needing to invest in skills we don't want while keeping crafting skills powerful enough to be worth an investment; imagine being able to go to the jarl's wizard in any town for a recharge and therefore keep some nicely enchanted weapons without investing in Enchanting. While I'm well aware that those same wizards sell soul gems that can be used to recharge all the same, there are three advantages to that: firstly, court wizards do not always have the most desirable stock; secondly, role-players can avoid Enchanting skill increases; and thirdly, it would keep most everyone immersed better for recharge services to be provided as opposed to simply selling individual gallons of gas you need to put into your car one at a time. Oblivion had it (and last I checked, Oblivion's soul-trap/recharge system was liked enough by the devs to be kept), so why not?
Brilliant, OP, brilliant. I'm jelly that I didn't think of this myself.
Edit: In fact, because this was not implemented in the first place, most players that I know of invest in at least one crafting skill (not that they shouldn't, but does everyone always want to?). Virtually all warrior builds need Smithing, and not because they would benefit from it, but because lacking Smithing would actively harm the build (the warrior would be in consistently underpowered equipment). Same goes for Enchanting if you want any useful enchantment on a piece of equipment you'd actually use (can't tell you how many times I've found +30-40% One Handed damage on gauntlets a tier lower than my current armor set), especially because all enchantments ever (except for the obvious scripted/unique ones) are found by luck, whether in a chest, corpse or shop.