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Artistry Tweaks
Jack of All Trades, or Master of One?

So. I have no doubt this will be met with poor reception, but I propose the following changes to Artistry:

1. Create a Mastery selection, just as there is with martial arts. Allow individuals with the Artistry skill to select one of the following (this is just a loose arrangement/list for the purpose of proposing the idea and is subject to change or inclusion if I missed some applications of the skill):

a. Painting/Tattoos

b. Music/Dance/Media (TV scripts, Writing, etc)

c. Sculpting/Physical Arrangements

d. Tailoring

2. Create a Sub-Mastery selection with the same options.

3. Player characters will select one skill for Mastery, and another for Sub-Mastery. Alternatively, they can select the same skill for both to achieve Grand Mastery. Mastery will allow 100% utilization of Artistry skill rolls. Sub-Mastery will incur a 30% penalty on related skill rolls. Unchosen selection options will incur a whopping 80% penalty on rolls. Finally, if the same skill is chosen for Mastery and Sub-Mastery, the player character will receive a 20% bonus to rolls on top of their skill (sort of like weapon specialization). Other benefits might be applied as well.

4. You can choose not to select any masteries at all. This will result in a universal penalty to skill rolls across the board. Probably 50%?

5. So if Artistry is to have "masteries", what is going to happen with the Artistry skillsofts? Remove them from the game. Allow player characters that have actually committed themselves to the role to solely reap the rewards from it and drive RP and business their way.

So… why do this? Frankly, the Artistry skill is too broadly applied, and there is no reward for those who RP a strength in one aspect over another. Many player characters just take the skill at face value and roleplay as a master of everything that can be considered art, as allowed by the mechanics of the game, instead of treating it as something that would actually require time and commitment.

Thoughts? Criticism? Condemnation? Death threats?

This is an idea I've heard tossed around a fair bit. I think it'd be great for there to be different focuses for artists.
There was gonna be an Artistry overhaul with subskills at some point in the past but then they dropped it, not sure why. Unbalanced? Or maybe 'cause it's not a combat skill already or something. Honestly I hate that so many people playing art-focused characters RP being able to do everything. It's insane.
+1000, Artists should not cover ALL art infinitely. Maybe you can learn all of the masteries if you invest a LOT in artistry but like..You shoudn't be able to just do everything currently covered by artistry just with one skill.

I don't really have an issue with this other than it complicating things, but honestly I think players can just make themselves not do everything. I see plenty of characters doing two or three different types of the artistry stuff, sure, but I pretty much never see people do more than that.

Also, I really like being able to switch between different areas of the artistry skill. Helps a lot with burnout to be able to switch to something new. Like maybe I'll spend one year focusing on tattoo stuff, then next year drop that and learn how to do holoart stuff.

I think the one caveat to this is that Artistry also covers some pretty basic proficiency with makeup application.
This is a really cool idea. I'm not sure how hard or easy the implementation would be since we don't have a lot of code support right now, but I'll take it behind scenes and see what the overlords say.
Makeup is basic, you shouldn't have to be a pro at artistry to do that, but everything else is different. Yeah, some people just do one or two things, but some people do everything and advertise it and it's really unimmersive to me. Maybe one in a thousand artists would be like that.
If this ends up being implemented, I would really like there to be a way to change your mastery after a certain amount of time. Maybe 6 months or 1 year.
@Emily: Or maybe something like what happens with stats, with Artistry's subcategories being chooseable, and requiring only a certain # of UE to reach mastery.
@Emily

"Also, I really like being able to switch between different areas of the artistry skill. Helps a lot with burnout to be able to switch to something new. Like maybe I'll spend one year focusing on tattoo stuff, then next year drop that and learn how to do holoart stuff. "

You wouldn't be prohibited from dallying. The final product simply wouldn't be as valuable. A PAINTER/tailor can still write scripts, or perform, but they might receive poor reception on the stage. Someone who hasn't selected painting will find that the resulting product will have significantly less value. That is why I propose a penalty instead of outright excluding the application of the Artistry skill to the other disciplines.

Yes please.

Artistry is too just vague and all-encompassing. I always felt it was weird that someone who was training for live stage could just do tailoring because they had the creative mindset. And all artistic people eventually do tailoring, simply because it's a means of accumulating wealth.

The masteries system with penalties/benefits for all rolls sounds like a good approach to how our current skill system works.

I just feel like it would be extremely annoying to have a new character, choose like painting and tattooing as mastery or something, and then a year later, have completely stopped doing whatever your mastery applies to, but not being able to switch to anything else.
Why a penalty for having a sub-mastery class? This isn't a fair comparison to weapon specialization, a fairer comparison would be to say you can choose two weapons for mastery, only, ever, and the second one you have a thirty percent penalty on by default.

Who decides to split painting into the tattoo field and separate from the sculpture field? What about the one who chooses dancer but never goes media star so the money making potential is incredibly less compared to the other creation areas? Or the writer who doesn't go to the Globe or production but enjoys that kind of RP style with some occasional supplementary income from a tailoring or painting order now again?

People who dabble right now and are masters of everything aren't great for the game, you won't find any argument from me. But this solution is, imo, not the one. It creates a different field entirely and only lends towards an advantage for combat characters who don't see those kinds of skill success setbacks for being able to use any weapon slotted to their respective skill choice (except for damage ranges and some other modifiers, of course).

Money making's not the focus for everyone, but RPing a character can be. If you wanna play someone who makes more money, you pick tailoring. But I don't know, the categories and penalties/bonuses I imagine would likely be decided in the end by staff, if they like the idea and if it's plausible.
I believe separating the fields would result in greatly increased creative burnout, further I believe it would result in fewer tattoo artists and painters overall as, in my experience, they are far less wanted/needed than clothes or performers.
zxq does bring up a good point, it can often be almost impossible to find people who can do the less used areas of artistry at times. Having people be able to experiment with different types of art and fill in those gaps when they appear is pretty useful.
And then we lead us into another question. How does this present in skillsofts? Do you have to apply the mastery every time? So then combat characters who slot artisty skillsofts can have a reset that people putting UE into artistry never can? Or does it stay permanently once slotting once?

Either way, how do you balance that combat character slotting the artistry skillsoft indoors to do all their work in one session and but still has the benefits of their actual UE. Versus the artist who might occasionally slot a combat skillsoft but runs far greater risk of losing it in that chosen field?

I think it's easy enough to simply remove the artistry skillsoft ala disguise and dodge. There's no shortage of talented artists.
@Emily

"I just feel like it would be extremely annoying to have a new character, choose like painting and tattooing as mastery or something, and then a year later, have completely stopped doing whatever your mastery applies to, but not being able to switch to anything else."

I don't personally have a problem with people being able to switch mastery of disciplines, as long as it's a gradual process that discourages constant swapping and not an immediate or relatively short one, which would render the intent behind this idea effectively moot.

@crashdown

Weapon specializations are limited to two, and cost UE (a lot of UE). I'm not proposing a UE cost for artistry mastery.

Is official support for performative/media roles not very well compensated for? Genuine question. It seems, from the outside, that they are… though as with any skill, it takes time to reach a point where your character would realistically be placed in one of those roles.

I don't understand the implication of this benefiting combat characters. Combat skills (melee, rifle, pistol, martial arts, brawling, short_blade, long_blade, and sub) require UE investment for each. The weapon specialization is an option you can invest in for significantly more UE. There's not really much of a comparison to be made from my perspective between this, and Artistry, even with my proposed change. Can you elaborate on your concerns here?

@crashdown

I proposed removal of the Artistry skillsoft in the initial idea, actually.

Why would they realistically be removed when they're so popular though?
From a logical point of view, understanding art (concepts, techniques, etc) is different from actually creating art. There are professionals who spend their life in fields related to art, and have a higher understanding of it, but cannot necessarily apply that knowledge to create a masterpiece themselves.

From a mechanical/game design point of view… I'd prefer characters that actually invested in the skill be rewarded for it. Keeping the soft in game allows, as stated, combat characters to just pop in a soft, and avoid interacting with the players that have invested. Whether this is something as simple as repairing some clothing that got damaged, or selling paintings at the market. Second... if you leave the softs in game, players will simply invest just enough UE in the skill to select a Mastery (they will probably even deliberately select grandmastery for something like tailoring or painting), and then use a platinum artistry soft to pad their skill to obtain the full benefit.

Maybe some will do that, but people still ask for artists constantly on pubSIC. A lot of people don't want to deal with that stuff themselves, especially the designing aspects as it requires a lot of creative writing. I don't think there'll be a lack of need for artists any time soon, honestly.
I don't believe disguise is removed, though there appears to be two others that are removed. I'm actually against removing artistry skillsofts because occasionally it is a nice comedown for a combat character to just have some type of outlet privately for something extremely personal, but that is me.

Quotient,

You aren't proposing a UE cost for atristry mastery, but you are proposing a penalty for everything else not used with the artistry field as a default. That isn't the case for weapons. You can choose to improve your weapon skill with specialization and get a bonus. If you don't, you aren't penalized for it across the board. You aren't restricted to one or two types of weapon within one skill choice (like you don't have to choose just to mastery 10mm and submastery poppop but then can't get skill penalty deducations for all other pistols you're using).

Performative and media roles are, without revealing too much information here, different based on where one's employed. Which makes sense for the theme. People who make less in certain areas of the game in these roles, and don't have a desire to go down certain RP paths, can supplement that difference in income compared to other stuff by using other parts of artistry. If you break them into mastery fields like you're presenting, with big penalties if you aren't mastered, I think this cause some issues.

It also gives the question.. who watches if people are sticking to their mastery of dancing/writing, or their penalties? (besides crowd reactions now)? Do we police that as a playerbase? Does staff police it?

I expressed my concerns of this and its benefits to combat characters above and earlier. Yes, there's multiple types of unique weapon skills. And yes, we have to invest UE into separate weapon skills. But within each of those weapon skills are a number of weapons to choose from and each may or may not have their own benefits or drawbacks based on the weapon type. But we don't ask firearm users, for example, to choose between mastering sniping or standard same room shooting and whichever one you master in then you submaster in the next and automatically get a skill penalty that's always applied, regardless of any other context or what you're using.

I didn't see in your original post that you had mentioned removing the skillsoft, so that's on me. But I don't realistically see the artistry skillsoft ever being removed from the game (nor would I want it to be removed, despite my thoughts on people should go and hire actual artists).

I feel like even with how popular the skill is, it's still difficult to find people willing to do more challenging work. I am not crazy about more limitations for the skill, though I do agree some players can do better about not being a polymath… however, if you are investing the same UE into being an artist that Swordy McSwordsman did to become a black ops ninja, I think it's fair to say you can do more than just sing and paint.
@crashdown

"You aren't proposing a UE cost for atristry mastery, but you are proposing a penalty for everything else not used with the artistry field as a default. That isn't the case for weapons. You can choose to improve your weapon skill with specialization and get a bonus. If you don't, you aren't penalized for it across the board. You aren't restricted to one or two types of weapon within one skill choice (like you don't have to choose just to mastery 10mm and submastery poppop but then can't get skill penalty deducations for all other pistols you're using)."

"I expressed my concerns of this and its benefits to combat characters above and earlier. Yes, there's multiple types of unique weapon skills. And yes, we have to invest UE into separate weapon skills. But within each of those weapon skills are a number of weapons to choose from and each may or may not have their own benefits or drawbacks based on the weapon type. But we don't ask firearm users, for example, to choose between mastering sniping or standard same room shooting and whichever one you master in then you submaster in the next and automatically get a skill penalty that's always applied, regardless of any other context or what you're using."

I don't think this is a fair comparison, nor am I entirely certain why combat skills even a part of the debate beyond the fact that I suggested "masteries" as being similar to weapon specializations. I suppose I can see where you are coming from if you focus entirely on the difference between how weapon specializations are applied versus how I proposed masteries function, but I never intended for it to be a 1:1 comparison between the two. Combat gets no 'benefit' from the proposed concept, as the skills are entirely independent of each other, and do not interact.

Let's take a step back from the focus on weapon spec vs proposed artistic mastery. Artistry, a single skill, encompasses a wide range of disciplines. The investment for this skill is time and occasionally consumable objects. Investing in artistry provides you the opportunity to apply that UE investment universally across all artistic disciplines. Combat is not a single skill, it is a combination of several skills. Depending on what route you take, you may have invested UE in as many as four. We won't bother to bring associated stat investments in for this comparison. The investment for combat related RP is time, related equipment (weapons, armor, drugs, other consumables), cyberware, and medical.

So, eliminating the factor of spec vs mastery, we have a character who has heavily invested in one skill: Artistry. Available utilizations of that skill are: painting, sculpting, performative arts and other media, tattooing, tailoring, and miscellaneous applications of the skill that aren't necessarily mechanically supported, but staff might choose to roll on depending on the RP taking place. Currently their ability to distribute themselves across these disciplines is unrestricted. There is no penalty. This skill has no relative dependency on other skills. Now let's build a combat archetype on the basis of 'related, but not necessarily the same' skills. This combat archetype will have the following skills: Brawling, Pistol, Dodge. The archetype cannot achieve the same level of mastery with those three skills as a character focused on artistry would. Therefore, we end up with One primary combat skill, one secondary combat skill, and dodge. Reasonably, they could also invest equally into the two combat skills and sacrifice dodge, but they are making a choice to degrade performance in one aspect in favor of another.

So, apples to apples comparison of the two archetypes, without consideration for stat investments, and ignoring the idea of specializations or masteries… Combat naturally incurs a "penalty" to secondary skills, as a result of necessary UE distribution and limitations. Artistry does not.

Now we will add in weapon specializations vs the proposed "masteries" concept. Weapon specializations require a further UE investment. Characters may choose not to take a specialization at all. Making the investment into a specialization does not necessarily benefit them, because they are choosing to invest UE that could be distributed in other stats or skills, into a single, very specific weapon object instead. I will add here that combat skills that haven't been invested in at all simply do not function, as all rolls will fail. The proposed idea of "masteries" for artistry would allow one discipline to mechanically function at 100%, another to function less effectively, and all other disciplines to continue to function, but be less mechanically valuable (i.e. if you don't master/sub-master painting, you can still paint, but its coded value will not be as high as those who selected it for mastery).

So now we put the two together with a broader view, instead of a singular focus on "specialization" vs "mastery". We have combat, which requires the player to distribute a finite resource between multiple skills, ultimately resulting in one (or more) to function less capably than others. Weapon specialization selectively allows you to apply a "bonus" (there is no exact description of what it does), for more UE. The UE applied to a weapon specialization could be applied in other ways, so you are choosing to invest that UE in a specialization, for one specific tool, of one specific combat skill, which ultimately means you have less UE to apply to secondary combat skills, which will suffer as a result. By comparison, an investment in artistry requires considerably less UE, as it is single skill (versus the 2+ required for combat), and the proposed concept of "masteries", does not require any more UE investment, leaving you able to invest that UE into other skills.

"It also gives the question.. who watches if people are sticking to their mastery of dancing/writing, or their penalties? (besides crowd reactions now)? Do we police that as a playerbase? Does staff police it?"

The goal of the concept is to tilt the potential mechanical reward/acknowledgement toward players who have chosen to invest in the skill, and in a particular art, versus being a jack of all trades. I have no interest in telling players "you aren't a master of painting, so you need to stop acting like you are!". They will simply not render a painting at a coded value comparable to someone who has chosen to master painting.

The one thing I would hope from staff is that they would offer preference for IC roles to those who have chosen a mastery suited to that specific role. This would probably present as an admin command that would allow them to specifically roll against artistry subsets for success or fail. In other words, someone who has chosen mastery in performative arts would be preferred for IC roles such as scriptwriter, or actress over those who chose mastery in unrelated disciplines such as painting/tailoring.

@batko

"I feel like even with how popular the skill is, it's still difficult to find people willing to do more challenging work. I am not crazy about more limitations for the skill, though I do agree some players can do better about not being a polymath."

I'd argue this has nothing to do with the implementation of the skill itself. Players who do not actually want to fulfill the obligations of the role/skill are unlikely to do so, with or without this change. It's certainly a pet peeve of mine when I go to an artist and they ask me to "sketch" out what I want (effectively asking me to give them something to copy and paste into the game), but that's a whole other discussion.

Something that I just brainstormed on xooc: add a similar system to language learning, where art specializations are purchased with UE but don't count towards the UE cap. That way it's a slow grind to learn every artistry specialization, but doesn't prevent full-time artists from doing so if they dedicate enough time to it.
Workable.

How would you handle the skillsoft factor?

Split up Artistry skillsofts into individual art forms, like how language skill softs work, maybe?
Having artistry work like languages will end up discouraging people from investing until they are near the cap and give people who have already reached it an additional method of making money while basically taking it away from newer characters.
I'm assuming batko intended the actual Artistry skill to be a prerequisite, and one artform, or discipline to start at 100%. Thus, you still need to actually invest UE in Artistry, but in order to branch out, you'll have to spend time to do so.
I kinda like the language-system idea. But you'd have to at least be allowed one discipline maxed out at first.

Maybe if you use a skillsoft, it'll remember what you chose.

I believe it would still result in more 'niche' artistry like tattoos and painting being something reserved for artistic characters at the cap and fewer artistic characters overall as a result of creative burnout or intimidation from the even higher UE investment required to get good at anything other than what you first chose.
Maybe, but I think it'd be healthy for immersion and RP. Long ago, I made a character with the goal of becoming a tattoo artist. So I don't know.
I believe a change would end up resulting in less RP, due to the reasons I've already said. In my experience, most artistic characters already do not play as being good at everything, whether by choice or because they just don't have the creative writing skills or time for certain things.