If you had to choose between these two types of systems, which would you pick? Should an item's quality restrict the power of the enchantment?
Style 1 (implemented in TESIII)
Each item has an enchantment capacity, represented numerically as points. When you enchant an item, a formula converts your inputted spell effects into a "cost" (like when you spellmake and it generates a magicka cost). The cost of your enchantment cannot exceed the enchantment capacity of the weapon/armor/clothing/jewelry.
Example 1:
- Iron longsword enchantment capacity = 20 points
- Enchantment: Frost Damage 5pts on Strike
- Enchantment "cost" = 15 points of enchantment capacity
- You can enchant your Iron Longsword with this spell!
Example 2:
- Iron longsword enchantment capacity = 20
- Enchantment: Frost Damage 30pts on Strike
- Enchantment "cost" = 60
- You cannot enchant your Iron Longsword with this spell!
Style 2 (implemented in TESIV)
The item does not have an enchantment capacity. The only thing restricting how powerful your enchantment can be is the gold cost (i.e. can you afford it?)
You can enchant both an Iron Longsword and a Daedric Longsword with Frost Damage 40pts on Strike, as long as you have the gold to pay the enchantment maker.