Even after installing OOO, knowing how to make black soul gems and enchanting some clothes seems too easy to exploit. In fact, the open ended system of enchantment and spellmaking, while fun at first, kind of removes the thrill of acquiring spells and items in the first place. This has been discussed before I'm sure, and although I haven't done extensive searching, I've yet to find a mod that redresses these issues. So unless there's one I'm missing I'd like to outline an overhaul to the spell/enchantment/theving/mana system I've been thinking about. Admittedly borrowed heavily from D&D. Let me know if there are any fatal flaws in the logic, or impossible things to mod. 1. Less spells avalible overall. (ie. ONE fireball spell, ONE lighting, etc) See # 8 2. Player must buy or find spell scrolls and scribe them upon rest. 3. Having a scroll scribed allows PC to select it as a permanent spell upon leveling up. 4. Number of spells selectable on level up based on INT. 5. After resting/waiting, player must select from a limited number of spells cast-able, based on willpower and time spent resting/waiting. Something like willpower / 3 + hours slept, giving a decent number of spells. 6. Because of all these factors, all spells ridiculously more powerful. This is necessary for spell selection to be a strategic maneuver, Instead of just spamming weak spells because of high armor and mana regeneration. 7. Mana system no longer used. (?) Possible alternatives are that Magika represents Armor degradation and armor does not degrade piece by piece anymore. Once "Mana" is lowered, it will not regenerate, player must get to safety and use repair hammers which fill Magicka. (I plan on also removing the low-level restriction on repairing magic items). 8. Remove spell and Item creation, possibly they can be used for something else. 9. Powerful items off limits from low-level thieves and pickpockets. Though better magic loot found through dungeon crawls. 10. Player starts with a bedroll.