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I want to make a pull request, but first I want to know how my changes fit into the mod. #458
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Hmm. Incorporating proficiencies from mods seems like it'd be a pain in the ass, especially since relevant professions would need updating too, but maybe. I've been kinda leery of locking Arcana content behind magic-specific proficiencies, but that's more for gameplay reasons than lore ones. |
That's about the same thing. On the one hand, I'm a player who plays with all 4 magic modes at once and I'm a little upset that condensing essence or creating a philosopher's stone, literally doing alchemy, this does not affect my ability to brew alchemical potions from magiclysm and vice versa. But on the other hand, the whole point of these proficiencies is to separate some activities from others within the same skills, and also to bring recipes a little closer together with common points from different skills. In magiclysm, adding proficiencies is an inevitable and absolutely logical decision, applied science, fabrication, tailoring in its recipes are primary, and spellcraft is secondary. Alchemy plays absolutely the same role as Blacksmithing and Garment Closures. But arcana, due to the fact that arcana is primary there, and other skills are secondary, this seems not to be particularly necessary. At first, having noticed such injustice, I wanted to solve it, then I realized that if I were to introduce something like this, then probably I should add something like this to most, if not all, recipes. Alchemy for essences and potions, enchantment for magic items, and so on. And then, having understood the amount of work, I asked myself, how necessary is this? Is it logical according to the lore, and if so, to what extent? What if proficiency is needed, but some kind of your own? Does Arcana even need its own proficiency? I personally think that if it is possible to add something like this, then only for the alchemy tab and maybe for essences. The change is just to please the inner munchkin and at least partially satisfy the inner perfectionist. More global changes require changes in dda itself. But this is work at the level of becoming a contributor, transferring "magical" profeciencies inside the game itself, so that both magiclysm and XEDRA's alchemy(requires BombasticPerks and investing points in the corresponding line of perks to work) use it without problems. And then, if purpose to done well, it might be worth rebuilding the arcana itself so that it has similar logic and structure to other mods, and therefore is more compatible with them. Of course, I gradually got more and more immersed in this. But I am far from sure that I will have enough strength and time to do all this, what I wrote above. |
If you'd like to then I suppose. I personally don't care much for proficiencies to begin with but since I primarily play BN then it doesn't matter much to me if people wish to add more use of them to the DDA version. |
Want to add in mod_interactions recipe changes that add influence of magiclysm's Alchemy proficiency category. Is there enough similarity between the magic theories of these two mods that the same proficiency would affect the brewing of a mana potion and the brewing of a nigredo, changing essence type and so on?
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