I feel that the Legendary title should be reserved for events of, you guessed it, legendary importance, and the ONLY way a craftsdwarf should be able to achieve that would be through a mood. Regular skill-gain titles should be capped at Grand Master.
This makes sense, but it's more semantic than mechanical.
Agreed on the semantic aspect. To combine this with the suggestions from the "Uncanny" thread, I'd say that the skill-level name should be determined by the
top of the dwarf's skill curve (the very highest quality she could randomly produce), as well as the
bottom of the curve (the very lowest she could produce).
Top and bottom are both in the normal range? She has a normal title, from "Dabbling" to "Grand Master".
The top is extremely high, but the bottom is still normal (a condition achievable only through a mood)? She is "Uncanny".
Both top AND bottom are extremely high (achievable only by having a high rank AND a mood, in either order, OR by having a ridiculously high amount of experience)? She is "Legendary".
Combine that with an asymptotic skill curve (each successive level requires more & more work to attain), and Legendary dwarves would finally be as rare as (in my opinion) they
should be.
Perhaps it would require both high amounts of experience and high natural skills, rather than simply being the result of training for a few years.
That's a worthy point, but I don't think poor natural abilities should outright
prevent success, but rather be a discouragement to try (and
keep trying) in the first place. Lots of people overcome innate difficulties; I've known a one-armed juggler. I would instead make applicable abilities like Kinesthetics put modifiers on the experience learned from performing each job, so that the gifted would learn
faster, but backward klutzes could still learn--if they have the perseverance to stick with it.
The point is that a practiced, expert artisan creating several legendary items over the course of their life because they are so skilled makes more sense than a mildly talented nobody suddenly being randomly stricken with divine inspiration and creating a once-in-a-lifetime artifact, and then proceeding to make masterwork items for the rest of their life because they happened to make a legendary item once.
Very true. Although we must also consider the future--Toady One has either implied or outright stated (I forget which) that artifacts will have procedurally-generated magical properties. So you have to decide what you mean: if a Legendary dwarf has the ability to enter a Strange Mood
because he wants to, that means he is a wizard, with the power to create magical objects.
I'm also not going to stop pushing for the Innovations plan, where Strange Moods (can) result in technological inventions/discoveries instead of magical artifacts. I personally believe that these ideas, the Myth & Magic arc, and the Scholarship Topics, could & should all be combined into a single overarching system.
The most reasonable causes for extreme emotion would be 1) Moving to a new home, 2) Falling in love / getting married, 3) Childbirth, 4) Killing an enemy in combat, and 5) The death of a close friend or loved one. . . . I'm not saying that your planned system is worse than the current one, I'm just pointing out that you seem to be achieving realism at the cost of variety.
This is the reason why the "dreams of creating a legendary artifact" bonus is so critical; it permits some degree of random variety while at the same time requiring some kind of logical trigger before an artifact is actually created. If the aforementioned mother or soldier happened to be a legendary artisan as well they might produce several artifacts, but this would be a very rare occurrence.
Soldiers who see a lot of death invariably become inured to it: Kadol didn't feel anything seeing a human die. Every dead sentient they see has less & less impact on their psyche. Mothers, on the other hand, seem to get the exact same euphoria boost from every baby, they never get used to it. In my opinion, this should be corrected: After enough kids, childbirth should be practically routine. Diminishing emotional returns seems a good way to limit dwarves going into Moods more than once
from the same prompt. After all, if seeing your
1st slaughtered friend didn't motivate you to find a way to prevent further death, chances are your
101st won't either.
This doesn't fix the "problem" of potentially getting a wave of migrants, ALL of whom are overcome with the emotional stress of moving to a new home, and ALL of whom suddenly want to create artifacts, but if realistic embark restrictions are ever implemented (
i.e., you can only embark within X distance of an existing settlement of your civilization), then the stress of migration should be greatly mitigated.