1) Will generalized skills be purchased/earned through it's own separate system, or will it use guild promotion points, or equivalents?
It'll be on its own system, utilizing the
ability command (not yet available to non-GMs). All abilities, generalized and guid-specific, will draw on a single point pool, however. For instance, if an Elemancer chooses to take a bunch of general abilities, they'll have fewer points available to spend on their guild-specific elemancy abilities (and vice-versa).
2) Will skills be mostly skill boosts/bonuses (ex: +25 to skill, +10% on rolls), or will a good number be specifically to use new craft options that aren't available, or techniques?
I've always been of the opinion that abilities/talents/spells/whatever that do nothing more than grant +x% to y (I call them "Boring Bonuses") were lackluster and ... boring. Like +5% to your blackmsithing rolls. Okay, that's nice, but you don't actually get to do anything new because of it. Some abilities will grant such bonuses, but most will also allow you to do SOMEthing new, i.e. craft a new kind of item, or use a new combat tactic, etc. Well, I guess there might be a few exceptions. I'm not sure if you'd consider Quickchannel being able to do something new, because all it does is reduce your channel preparation roundtime by 1, but taking both Quickchannel abilities and being able to open a channel in 1 second instead of 3 is pretty awesome. And you still get to actually
see and really feel the benefit from it. Opening a channel a second faster is extremely noticeable and obvious to the player. Getting an invisible +5% to a crafting roll is not, and you just kind of have to hope that it's really working without any visible evidence that it's making much of a difference. I suppose some other exceptions would be abilities that only grant Boring Bonuses and serve as prerequisites for higher-tier abilities.
3) Will generalized skills be accessable to everyone, or will many require a guild skill (we've heard that Elemancy Aptitude for example, will be a precursor into the University/elemancer's guild, is this pretty much the sole exception, or is this question unanswerable, due to where generalized skillsets are sitting at in development?)
The point of making them "generalized" is that they are indeed open to everyone. Guild-exclusive abilities will remain, like magical abilities, trade secret abilities, and a few very specialized abilities. Elemancy Aptitude is open to everyone only because it will be a prerequisite to join the University. If you don't plan on joining the University, it'd be completely useless to you, as it won't grant anything other than that ability to become an elemancer at the University of Elemancy. There will likely be a similar setup for joining Rook Parlour.
4) will there be a promotion point/generalization point spending cap? How will that work?
There will be a hard cap that will be the same for everyone. Everyone will instantly start out with the maximum amount of ability points available to them. Several abilities will have skill requirements to learn, however. For instance, you wouldn't be able to pick up Sword Mastery until you had, say, 500 Swords skill. So you could potentially find a bunch of no-requirement abilities and learn them all as soon as you make your character, but then you wouldn't have any points free to pick up abilities that are sort of "higher-tier" and have skill prerequisites.
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Now I'll comment on a few other things that come up frequently, or that I just want to get out there.
Will we be able to "unlearn" abilities and get our points back to spend them on something else?
Yes, though it will take a very long time, and during that time you'll be unable to use the unlearned ability
and be down a point. So for instance, if I took the Footstomp ability and after a while changed my mind, I could choose to unlearn it. Now I need to wait a month of realtime for that ability point to be refunded,
and I won't be able to use Footstomp during that time. This is to discourage people swapping around abilities like they're casually trying on new pairs of shoes at the shoestore. You should think hard about whether you really want to take that ability or not. Also, some abilities may be considered permanent and be impossible to unlearn (this will be noted prominently and probably require an extra confirmation step when learning the ability). An example of this would be Elemancy Aptitude.
Now that said, we'll probably throw people a bone when generalization first comes out, and have a set number of points that can be instantly refunded, and maybe have a period of accelerated unlearning time. We'll probably also do similar when additional waves of abilities get rolled out.
What's with all the profession "Focus" abilities, like Blacksmithing Focus, Leatherworking Focus, and so on?
Get out your torches and pitchforks, people. One of the things that has bugged myself as well as the other GMs for a very long time is the "I'll just do every crafting thing because why not? It's possible and I'm bored" attitude. Without the Focus (or Talent or Knack or whatever I end up settling on calling them) ability associated with a profession skill, your crafting options will be very limited. For instance, without Blackmsithing Focus, you won't be able to make much beyond some basic commodities like nails. Without Lapidary Focus, you'll only be able to polish (no faceting). This will also result in skillgain caps, because the gains are going to be switched to be more challenge-based, instead of skilling up indefinitely on making the same basic thing (like nails or quarsterstaffs or leather flasks). We hope this will discourage everyone from just doing everything because why not, as well as make the people who DO specialize more valuable. I've noticed that most people would rather grind up a profession skill on their own and do things themselves rather than ask another character to do it for them. You can skill do that, of course - it'll just cost you some limited-quantity ability points, so you'll have to weigh that against the other stuff you want your character to do ability-wise.
I see there are a ton of herbalism abilites. What will they do?
I'm pretty excited for this one, although it probably won't make the first wave of abilities being released. Some of the ideas are: a multitude of different poisons (and antidotes), more healing options (multi-use healing balms and salves for lesser wounds, so you don't have to use up your herb-heavy poultices on them), powerful enhancers that grant things like super strength, increased reflexes, healing-over-time, superhoned perception, and more! I'm particularly excited about the enhancers, as it'll be sort of like CLOK's equivalent of "enchantments", but non-magical. There will be some severe downsides to using enhancers too often, however, so people won't be running around with constant superhuman qualities. You'll still have to think about when to use them and when not to.
There are a lot of herbalism abilities because I want it to take up a LOT of ability points for someone to be able to do all the cool stuff with it. It'll require a significant focus/sacrifice, ability-wise. It'll also be heck awesome.
What's with the Bushcraft "Lore" abilities?
I think these are pretty neat. It gives your character a chance to show that they really do specialize in that type of environment. In addition to some basic (and boring) bonuses like increased foraging/searching/hiding/combat rolls, they can also grant the ability to find exclusive resources in those areas as well as utilize the terrain in combat. Being a pro at Woodland Lore, for instance, would grant you some combat bonuses due to being used to moving around with trees and thick roots and all that in the way, and therefore grant some nifty extra moves like avoiding a blow by darting behind a tree (extra chance to avoid attacks), or luring an approaching foe toward some roots that they will trip over.
There will probably be some similar "Environment Lore" abilities that aren't specifically bushcraft.
My one worry, of course, is that Fred the Fighter will take the "Lore" abilities just for the edge in combat, even though it might not make any sense for his character. Like if Fred were born and raised in the deserts of Nuum, but he picks up Woodland Lore because hey sweet, combat bonuses! I wish I could find an easy way to restrict these to character histories or something. (Cue every fighter from this point on being a world traveler who has experienced every single environment)
What will the Weapon Specializations do?
They'll give some Boring Bonuses (increased/weighted rolls with that type of weapon) as well as open up opportunities to learn more specialized moves with that type of weapon.
What is Tactics Swashbuckling?
While in this tactic you will automatically attempt things like Feint and Disarm, and you have an increased Riposte chance, as well as a few other Boring Bonuses. This tactic only works if you have a light sword (rapier/sabre/estoc/shortsword) in one hand and the other hand free, holding a main-gauche, or holding a buckler. Having the off-hand completely free will make the tactic more effective than holding a gauche or buckler. I have more spiffy tactic ideas like this in mind to help people establish their particular fighting style, and I'm super excited about it. It'll really give people a chance to stand out more in common combat.
Why can't we use Tactics Swashbuckling while holding two swords? Like two rapiers!
Because holding a full-size weapon in your off-hand is cumbersome and goofy and I've never been especially fond of its massive popularity in fantasy and gaming. Holding two swords is not twice as effective as holding one sword. "Dual-wielding" is spiffy and is a popular niche in sport, but as far as I've been able to discern, it's not especially effective in the field and wasn't ever seriously used in warfare.
But ninja and samurai-
Don't. Just don't.
Hurr hurr hurr, what is Template Ability? It must be real cool since it was in the teaser!
Quiet, you.
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Feel free to ask any other Generalized Abilities questions.