I think that having sub-skills would add more diversity to FarmRPG. Take farming for example:
There would still be an overarching Farming skill 0-99
Additionally there would be sub-skills below farming such as:
- Broccoli Farming 0-99: Where there wouldn't be too many physical rewards but provide bonuses to grow time, drop amount or unlocks the ability to get mega-broccoli seeds.
Fishing sub-skills:
- Net fishing 0-99: Get more fish per net, improve rare drops per net. (This might not be the best example)
- Manual fishing 0-99: Improve proc rate of Crazy Hooks, or increase double hooks to triple hooks
Crafting sub-skills:
- Jewelry 0-99: Reduces required materials, increase crafting amount, increase sell value, make better versions of existing rings.
- Carpentry 0-99: All wood related crafts are cheaper, make more etc....
- Metal Working 0-99: Same as above
There are many others that I do not have the space to include but I believe adding these "sub-skills" will provide reasons other than GM, MM to make ladders, grow different crops, and many others. Could also let people specialize into certain areas and make trading more diverse.