Perk System Expansion with Multiclassing (new perks for all classes)

The current perk system is very boring, some classes don’t even have any (look what most crafter perks do)
Im suggesting a new system that not only allows for a great deal of customization and specilization, but also gives some weak classes like he herbalist more uses and features

To balance these extra bonuses you no longer gain 10 HP per level, so your hearthlings that are not combat related now gain some useful bonuses from leveling other classes. You also don’t need to level your Knight into noncombat classes just for extra HP.

Each class will gain a perk per level, and at even levels you can choose one between two perks (you cannot choose them all, you have to make a choice), also some of the perks can be permanently learned, these are multiclass perks (in red rectangles) and each Hearthling can equip 3 multiclass perks that it already learned

Here an example of the Perk window for a hearthling, he has leveled Weaver and Blacksmith before to earn Multiclass Perks and started to level Carpenter to finish its build.

Archer

Blacksmith

Carpenter

Cleric

Cook

Engineer
engineer

Farmer

Footman

Herbalist

Knight

Mason

Potter

Sheperd

Trapper

Weaver

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I like your idea! However, I wonder if having those perks is really in the spirit of Stonehearth’s “anti-micro” and “the hearthlings’ personalities drive the story”…?

It might be interesting if the hearthlings chose their own perks they got at even levels, but those choices were weighted based on their personality traits (or the three primary traits of Mind, Body and Spirit) – so as a player you have some influence, but you don’t literally tell them “you will become great at making furniture” so much as you make someone into a carpenter because their personality suggests that they’ll become great at making furniture.

Personally, even though I like the idea I don’t see it fitting neatly into the game. However, that’s the point of having a discussion about it – with refinement it could become a totally awesome way to bring the RPG and narrative aspect to the fore. I just has to be done in a way which neither gives players complete control over the story (because that’s boring) nor takes away too much control (because that’s frustrating.)

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I see, i didn’t think of that since im usually a minmaxer player and like to set up every single detail for maximum efficiency

There could be an option to default all choices to the left column (which i based on how the classes work currently) and that same option could assign the multiclass perks automatically as you acquire new ones.

This way players who don’t want to be bothered could ignore the system and play as they always did, but those who wish to customize their hearthlings and make each of them unique can.

oh, it’s not that I don’t want to be bothered – I enjoy a bit of min/maxing, and from a story perspective I looooove the idea of specialised perks over general ones.

It’s just that this feels almost too RPG, and not enough city-builder/RTS/antfarm. It comes down to the fact that the player is literally picking the hearthlings’ personalities for them. That could probably be changed with some re-wording and slightly altering a few mechanics; but I think the fact that it’s a GUI button you press to lock in the decision. Normally, such decisions work better when you’re making an investment in the character, rather than setting a “policy” – for example, buying/crafting a particular piece of equipment or a tome which gives them that permanent perk.

I suppose that another option is to have the hearthling give the player a decision – “I just reached level 6 carpentery, do you think I should focus on making really good furniture or making new bows for the archers?” They could also then provide some positives and negatives to each choice, e.g. they might prefer one because of their personality, so if you tell them to go that way they become happier while if you tell them to go down a path they dislike because your town really needs it they’ll do it but it might make them unhappy later.

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The thing is, right now the hearthlings have zero personality other than the Trait system, so i don’t get where this hearthling personality you are talking about come from, also the system is about picking their skills, not their personalities.

The problem with the hearthling asking the player directly would make it canon that the hearthlings are aware they are controlled by an allseeing timetraveling multidimentional being (you), which would feel quite weird.

Also, i forgot to say before: thanks for the feedback, i will be thinking of a way to make a system that would conciliate both of our points of view into a coherent mechanic.

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Some of the perks you suggest directly modify their base stats; and some are entirely centered around a specific stat, while others actually go against or ignore the stat system in favour of representing experience in the job. What do those have to do with traits? Well, the stat and trait systems are supposed to work together to describe/define the hearthling’s personality, and remember that all systems are eventually meant to work together to simulate the hearthlings as “living” beings with opinions, reactions and emotions. The perks you’re describing can override the hearthlings’ opinions and natural reactions to events, which doesn’t sound like a bad thing, but can lead to a situation where it doesn’t matter who you pick to fill a specific role because eventually they’ll get a buff which supersedes any natural aptitude/advantage anyway.

Moreover, half of these perks describe an attitude – “enjoyable labour” from the potter for example, or “improved inventiveness”, or even “pickaxe and ingots”; they all change the way a hearthling is likely to act when they go about their work (and also how they’ll think about their work while they’re doing it.) You might have a claustrophobic hearthling who loves fresh air and plants as well as loving socialising with other hearthlings (these aren’t just personality traits, they would come into the upcoming decor system), and suddenly they reach level 2 in blacksmithing and they decide they’d basically rather be a dwarf and live in a cave, likely away from other hearthlings (since it’s not likely they all want to live in caves nearby), so their personality has literally done a 180 turn because of a perk. Or, to give a less extreme example, you might have a carpenter with high Diligence and Inventiveness and low Compassion, so it makes sense that they’d be a speedy builder who doesn’t care about the forest being torn down around them; but the player decides they’d rather take Reforestation Effort because they need more trees, and then at level 6 again take Bowmaker for the gameplay unlock rather than the perk which would fit into the story a little better (i.e. very diligent and inventive hearthling becomes furniture artisan).

Now, it’s important that players get to write their own stories; and if the hearthlings are picking their own trait there’s even more chance of it seeming odd when one picks a perk which goes against everything else they’re “set up for.” However, I expect that a lot of players will feel the need to pick the perk which works best for min/maxing rather than the one which fits the story best, and that will have a dampening effect on the player’s attachment to their hearthlings. If we see them as a tool or trainee to mould how we see fit, they become less of a character in their own right and more like a lump of clay; what we want is more like a gemstone which we can polish into a design that accentuates the natural features, but still features them and doesn’t try to hide, replace or overcome them.

So, I think that the answer lies somewhere between giving the choice to the player and giving it to the hearthling – I don’t think RNG is the way to go at all, though, the deciding factor needs to be something that the player can control but not directly map out.

A lot of my concerns relate to features which are heavily in progress, or still on the drawing board; and I see a lot of personality implied in the coincidental assortment of stats and traits which other players will probably just see as their hearthlings’ baselines… but that’s exactly why it’s concerning to me, I guess – taking this path means promoting not just min/maxing, but promoting the idea that hearthlings are tools to be used towards an end. I’d prefer to see the perks system promote the hearthlings’ individuality, commemorating their achievements in the field rather than being a goal the player works towards achieving purely so they can have a hearthling to fulfill certain jobs.

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How do you define a hearthling personality in the gameplay? The only difference i saw was when they had specific Traits (thats why i brought them up), do hearthlings actually have random preferences?

This seems a little like the possible class skill tree @Brackhar mentioned on stream, so I think I ought to tag him.

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Great idea! Can i translate your topic and post it is ru-community for future discuss ? Your authorship will be preserved, naturally.

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Fine by me, go ahead :slight_smile:

One question. On your screenshots, I see all 6 skills for each class. Where to put 2 more multiclass skills?

On the Hearthling’s perk screen, there would be 3 slots under the current class traits for multiclass perks

Also the perk selection every 2 levels could happen on the screen that pops up when a hearthling levels up (curently it only says +10 health)

—edit—
i meant perk, not trait, sorry for the confusion

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Thats what I was thinking. That and it sounds a lot like XCom.

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