Point System
There is a system to go by to add affects to objects.
All items should not be maximized according to the level and point system.
Variety is the key. The eq in a new area should not be better than the previous area.
Try not to outdo the eq in every new area.
-First take the level of the mob and divide it by 10. This is the total.
No object should be higher level than the mob that has it.
-Round up or down as needed, 5 or higher, round up, lower than 5 go down.
-For each str/wis/int/con/dex you add, subtract one point from the total.
-For each hitroll/damroll point, subtract one.
-For every -2 ac you give, subract one.
-Each -1 save, subtract one point.
-Each 10 hp/mana, subtract one point.
-Each 10 movement, subtract one.
-For weapons, when you add a weapon flag such as flaming or sharp, subtract 2 points.
-When you do the opposite, such as subracting str/con or adding ac, you may add a point to the total.
-Try to keep things reasonable.
>--A helmet with +3 int and +5 damage doesn't go together.
>--A mage shouldn't wear heavy plate mail that gives +2 con and +4 damage.
>--Same for a warrior, he/she shouldn't wear a +4 int, +2 wis robe.
-Also keep objects and affects similar.
>--Boots shouldn't give +int, +mana, but maybe it will give +dex or +movement.
>--A helmet shouldn't give +dex or +con, but possibly +damage if it
is a horned helmet or +wis/int if it is a cap worn by a mage.