I'll soon construct a full 32 rune remake. For now here's a simple outline and a few ideas I've come up with so far.
currently the rune system is broken up into low (el-lem) mid (pul-ist) and high (gul-zod) runes. Each rune gives a positive and staticc effect when used. My plan is a set of runes whose attributes are dynamic, and rather than pure random rolling determining the rune's attributes, it's curved so that there is a greater chance of the rune's attribute being LESS beneficial (if it is at all). The system is broken up into "bad" and "good" runes, 16 of each, subdivided into less clear low, mid, and high categories.
"bad" runes weaken your character and lower certain stats and properties. Why would you ever want one of these runes? Because in my list of new Runewords, the better the runeword, the higher "bad" runes will generally be in it - therefore the best runewords in the game will use the runes with the most detrimental effects.
This can get interesting because the detrimental effects are also randomly determined, with a greater chance that their detriment will be greater and therefore LESS beneficial. This means that when you're collecting runes for a runeword which contains a "bad" rune, you want the best % or value that that bad rune can give. for example, if the bad rune decreases your defense by a percentage between 10 and 20 randomly, then finding a copy of the rune that only reduces by 10 will be worth the most, because that's the copy you'd want to use in the runeword.
This decreases runes' overall value because a 10 would be significantly harder to find than a 20, rather than with all randomized values in d2, where it's as rare to find 20% chance guards as it is 40%. With most of the runes under an acceptable value to use in the godliest of players' runewords, and with the runes very rare drops in the first place, they'll be forced either to settle for less or wait for a long time and spend an exorbitant amount of money.
That said, here are the top-end "good" runes I've concocted.
GOOD RUNES
Das
Weapon: +(.125[0-12] - .625[0-61] per level) to Strength
Helmet: +(.125[0-12] - .625[0-61] per level) to Energy
Armor: +(.125[0-12] - .625[0-61] per level) to Vitality
Shield: +(.125[0-12] - .625[0-61] per level) to Dexterity
a little explanation: the random attribute on this rune is how much +stat is given per level. The value can range from .125 to .625 per level. This means the worst possible Das rune (+ .125 stat per level) gives you +12 to the stat at level 99, while the best possible Das rune (+ .625 stat per level) gives you +61 to the stat at level 99. What I like most about this is that you can't easily tell how good of a Das rune it is that you found right away.
Der
Weapon: +(.125[0-12] - .625[0-61] per level) to Fire Resistance
Helmet: +(.125[0-12] - .625[0-61] per level) to Cold Resistance
Armor: +(.125[0-12] - .625[0-61] per level) to Lightning Resistance
Shield: +(.125[0-12] - .625[0-61] per level) to Poison Resistance
Öd
Weapon: + (1.0[0-99] - 2.0[0-198] per level) maximum magic damage
Helmet: Attacker takes Magic damage of (.75[0-74] - 1.25[0-123] per level)
Armor: Magic damage reduced by (.125[0-12] - .625[0-61] per level)
Shield: Attacker takes Magic damage of (1.0[0-99] - 2.0[0-198] per level)
Bös
Weapon, Helmet, Armor and Shield: + (.025[0-2] - .075[0-7] per level) to All skill levels
this is an interesting rune. It's literally impossible to tell whether it's a perfect Bös unless viewed by a character who is exactly level 94 (the first level the perfect Bös changes from +6 to +7 to all skills). This is the way the rune works: if it's perfect, you get +7 skills at level 94. If it's the worst possible, you will only every get +2 skills, and you will first get the +2 bonus at level 80.
the genius lies in how difficult it will be to tell whether or not it is perfect. The decimals can range ANYWHERE up to the thousandths place, so unless it is the best or worst rune possible, you can't tell what it is.
You wouldn't need a perfect, though. Normally all a person would care about is getting the +7 by level 98, which would be a .0714, still extremely rare on a scale from .0250 - .0750. So there is -some- leniancy.
Your first impression might be that any insertable item with that many skills is too godly. Therefore I'll share my drop chance ratio figures for this rune with you.
68% of Bös runes will be between .025 and .035.
21% of Bös runes will be between .035 and .045.
6% of Bös runes will be between .045 and .055.
3% of Bös runes will be between .055 and .065.
1.96% of Bös runes will be between .065 and .0713.
0.04% of Bös runes will be between .0713 and .075.
additionally, you mustn't forget that any kind of Bös to begin with has a drop rate equal to Zod.
Also, detracting from the 'godliness' of these good runes is the fact that NO high-end runewords will have the best "good" runes in them. Only the crap runewords with meager stats will use the most elite of the beneficial runes. This balances the spectrum of runewords, as the rune benefits in crap runewords will bring the item's worth up, and the rune detriments in elite runewords will bring the item's worth down (though the elite ones will always be far superior).
That said, here are the four worst of the "bad" runes.
Fet
Weapon: - (.11[0-10] - .16[0-15] per level) % to all resists
Helmet: - (.06[0-5] - .11[0-10] per level) % to all resists
Armor: - (.06[0-5] - .11[0-10] per level) % to all resists
Shield: - (.11[0-10] - .16[0-15] per level) % to all resists
as you can see, "bad" runes get worse as you level, thus making the greatest runewords of the game worse as your level increases. This will force 90+ chars to consider using lower quality runewords which use more of the "good" runes.
Zus
Weapon: - (.11[0-10] - .16[0-15] per level) to all attributes
Helmet: - (.06[0-5] - .11[0-10] per level) to all attributes
Armor: - (.06[0-5] - .11[0-10] per level) to all attributes
Shield: - (.11[0-10] - .16[0-15] per level) to all attributes
Heis
Weapon: - (.11[0-10] - .16[0-15] per level) % to attack rating
Helmet: - (.06[0-5] - .11[0-10] per level) % to attack rating
Armor: - (.06[0-5] - .11[0-10] per level) % to attack rating
Shield: - (.11[0-10] - .16[0-15] per level) % to attack rating
Orj
Weapon: - (.11[0-10] - .13[0-12] per level) % to damage reduction
Helmet: - (.06[0-5] - .11[0-10] per level) % to damage reduction
Armor: - (.06[0-5] - .11[0-10] per level) % to damage reduction
Shield: - (.06[0-5] - .11[0-10] per level) % to damage reduction
I'm still working on reasonable, balanced Runewords. I'll edit or post again when I have made a few more than I have. The greatest runewords in the game, those equating to botd, faith, enigma, etc. will use these and other "bad" runes with powerful negative properties, and the worst runewords in the game, those equating to Smoke, Stealth, Zephyr, etc. will use these and other "good" runes with powerful positive properties.
Tell me what you think of all this. I might incorporate it into the biggest d2 mod you've ever seen, that I've been planning for a while.
p.s. sorry if any of this was already suggested somewhere, I didn't read everything
p.p.s. do you think it's too much to make a rune "asm" and put it after "orj" in a runeword?