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"This principle could (and in my opinion should) carry over to other specialties and their support items. For example, Pickpocketing requires the Thief's Glove to even use and both the Nimble Fingers talent and the Magician's Hand simply increase your chances of getting the item. I would change it so that you could use the Pickpocket skill without the Thief's Glove, but you get one try, you don't get to see what can be stolen, you try to steal a random item from the list of three, and you have a 35% increased chance to decrease friendship. The Thief's Glove gives you one retry, still random, still unseen,. Nimble Fingers gives you a 35% lower chance to decrease friendship, and the Magician's Hand shows you what the NPC has available to steal, shows you your odds, and allows you to choose (no third try, though)."
So I certainly agree. The Talents should not influence degree of succees at all, but should, instead, offer new, (better?) ways of using the same skills, but at the exact same success rate.
Agreed, certainly these are all good perks that make it "better," but in my opinion they do not address the core issues.
Instead, if you rework other, small things, with the creation engine, you could alter success rates and Talent factors from the ground up, and create a better experience from Lv 1 to Lv 10, for all crafting skills, if you really wanted to (and I do want to, if anyone has modding tools, please, hit me up).
Overall, its a decent idea with no real major downsides. Talents take little effort to grind using the music you can easily learn every talent a character has in under 2 minutes later in the game. The only exception is the talent related to the enemy attract/avoidance skill. However, if you want to earn them earlier it is slightly harder but extremely doable. Most importantly, they make it extremely worth while because of the huge point bonus, especially if you target learning multiple. Even early it usually isn't that grindy, either.