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.

Submitted on Mar 20th 2025 by BillyMays

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