I do like the idea of branches within a guild. It encourages bringing people together to work together rather than turning the game into a solo hack and slash where you can be a master of everything your guild offers.
I presume you will have a crafter's guild, so I'll use that in my example. A is a very good weapons-smith and can forge up a variety of stabby and smashy things. But they aren't as confident at armor-smithing, so refers people to B, who has studied how to make a variety of armors from soft leathers to plate, even the complex brigadine. C, however, prefers the delicate work, so decided to specialize in lapidary for their line of mastery.
For those that want to dabble in everything, the crafters could offer each specialization, which D wanted to do, but he will never be able to master those skills and will be unable to produce work as good as A, B or C can.
Guild Class specialization
Re: Guild Class specialization
tulpa —
If we ever get player housing, Mistralite houseshares are going to be full of this stuff. "Damnit who let the thousand-year old angry venomous moths out of their velvet pouch again?"
If we ever get player housing, Mistralite houseshares are going to be full of this stuff. "Damnit who let the thousand-year old angry venomous moths out of their velvet pouch again?"
Re: Guild Class specialization
Pretty much. I just wanted to get thoughts from people on that concept.
Right. Picking a class specialization won't suddenly cut you off from doing anything that doesn't fit strictly within that class, it just means you'll have access to, for instance, specialist abilities, facilities, and/or higher skill training thresholds. A could indeed perform armor-smithing even if specializing in weapon-smithing, they just wouldn't have specialty abilities and tools available to them. Melee Combat trianing is available to anyone, regardless of guild status, at the barracks - up to a certain skill level. Crafting skills similarly widely available to everyone, up to a point. Even some schools of occult arcana will be available, to a degree, completely outside guilds, let alone guild classes. People who choose a class will just be able to specialize particularly with some unique stuff.Mira wrote: ↑Sun Feb 03, 2019 10:59 pm I presume you will have a crafter's guild, so I'll use that in my example. A is a very good weapons-smith and can forge up a variety of stabby and smashy things. But they aren't as confident at armor-smithing, so refers people to B, who has studied how to make a variety of armors from soft leathers to plate, even the complex brigadine. C, however, prefers the delicate work, so decided to specialize in lapidary for their line of mastery.
Thanks to everyone who has shared their thoughts on the subject, it's much appreciated. In my push for more feedback, I might give some generic credits on related accounts that can be spent on cosmetic alterations and stuff like that.
<Rias> PUT ON PANTS
<Fellborn> NO
<Fellborn> NO
Re: Guild Class specialization
I love it.
Set a base. Further set a specialization.
Admittedly, part of my liking it is because I'm so utterly uncreative, I like having a little guideline to do things. From there, we can get creative.
Set a base. Further set a specialization.
Admittedly, part of my liking it is because I'm so utterly uncreative, I like having a little guideline to do things. From there, we can get creative.
Re: Guild Class specialization
Oh noez!? But how, pray tell, will I specialize in EVERYTHING!?
Just kidding.
But, really. You know it will come up.
Just kidding.
But, really. You know it will come up.