Talk:Fabricate Creature: Difference between revisions

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(re: not a mod)
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::not sure, i generated it with <code>randomrelic</code>. but the difference between a sultan relic and a non-sultan relic doesn't seem mechanically clear from a ux standpoint. to be clear, i think it's a good idea to not consider them mods (you can't mod things with them after all), i just think it still bears elaborating that they do have this interaction with regular mods [[User:Heladodebrownie|helado de brownie]] ([[User talk:Heladodebrownie|talk]]) 06:41, 12 August 2020 (UTC)
::not sure, i generated it with <code>randomrelic</code>. but the difference between a sultan relic and a non-sultan relic doesn't seem mechanically clear from a ux standpoint. to be clear, i think it's a good idea to not consider them mods (you can't mod things with them after all), i just think it still bears elaborating that they do have this interaction with regular mods [[User:Heladodebrownie|helado de brownie]] ([[User talk:Heladodebrownie|talk]]) 06:41, 12 August 2020 (UTC)
:::I was thinking the way relic armor is set up was more general, anyway.  Relic weapons are consistently moddable.  So that nixes any idea of disentangling the concepts, I guess.  Well, fabricate creature still isn't a mod. :) --[[User:Chaos5023|Chaos5023]] ([[User talk:Chaos5023|talk]]) 20:37, 12 August 2020 (UTC)