I've been thinking about how to make Masterworking and Enchantment more fun for players, while keeping some of the challenge and penalties that currently exist. Currently, the biggest issue is that failure (which occurs a lot, even with high skill), instantly destroys the item being worked on. This does properly limit high-tier gear, but it does so by deal the craftsman a harsh blow financially, as each attempt requires a ton of resources. What I propose is to modify the "on fail" so that it continues to be a blocker for high-tier items, but does not instantly destroy the item being worked on. Failing a Masterworking and Enchantment would 1) "use up" that attempt, so attempting again on the same item would use the next lower chance of success, and 2) decrease durability. This can easily be done by adding another (unnamed) effect to the item, with no benefits and a -20 durability cost. Craftsmen will still be able to strive for a "perfect" item, with no failures and the right bonuses, but at least failures can either be sold, used, or salvaged in the mean time. With the extremely large number of resources necessary for basic items, I don't see this impacting gathering significantly. And most importantly, this turns the biggest pain point in crafting from a feeling of time wasted to a feeling that you can do better. Yes, this will increase the number of mediocre items on the market. However, I don't feel that is a bad thing. Many players would prefer something that is usable, even if its not perfect. The highest tier items are (and should be) extremely expensive, and should be something to strive for. With the way Masterworking and Enchantment works currently, there is very rarely anything in this range available, because it is the most likely to be destroyed while attempting to create a higher tier. This will fill that gap.