Christ, this is getting bloated.
You respond by not saying how it would actually improve the game, just that other nameless people agree with you. Who? We don't know, nor is there any quotes to support this, just that "at least a few people" agree with you. Fine, but agree with you on what?
There, I
wasn't responding to the arguments that it wouldn't make the game more fun, I was responding to the argument that nobody would enjoy it, which is clearly false if anyone would.
So how would it be significant? If people aren't forced to care about specializations. If there isn't any game impact on micromanaging your specialists as opposed to just mass selecting everyone who can make a bed and telling them to make beds...why even bother putting it in?
Not being forced to care about something doesn't mean you
can't care about it. I gave specific examples of alternative styles of play, involving more or less focus on dwarven skill specialization, and how it's not something you'd really be forced into taking advantage of, and that if you didn't, it wouldn't really make much of a difference to you in the end, but that if you did, it could be useful. I specifically mentioned what sort of impact this might have.
Here you make several contradictory arguements, it's hard to follow.
First you say that your system would be harsher then the current system because someone who makes cabinets couldn't make coffers.
No, you misinterpreted that. I said that
it would be irritating if that were true. I did
not say that someone who only made cabinets shouldn't be able to make coffers. I said that it would be an irritating thing and should not be the case, and that this is why skills being interconnected (or specializations of other skills, or synergies, or SOME such system) is a good idea if greater granularity in skill is ever to happen.
Then you say that it would be "more fair" then the current system, but it's not. The actual in-game system is very broad. Bed XP is the same as Cabinet XP. That is the most flexible system ever because just about anything in one job family counts towards the other job family.
Your system is highly rigid, saying that the only way to level up in cabinet making is to make cabinets OR make 10x as many beds or 1,000x as many other objects made out of wood (if you're referring to skill synergies. This is NOT more flexible. This is a more rigid system as it limits the areas you can gain proficiency in cabinet making.
You're not grasping what I mean by "flexible" or "fair". In terms of features, the current system
isn't flexible at all. The current system, where every skill is completely isolated from each other, is in fact the most rigid possible system you can have. By "flexible" I don't mean in the sense of what any individual dwarf can do, I meant in the sense of how the system works. The system would be more flexible because things are connected to each other and skill levels can interact in a meaningful fashion. It's more flexible from a design point of view, is what I meant; the system can simply
do more. Another reason it's more flexible is because if you have skills that very rarely get used, a dwarf might still be able to get experience in it from a highly-related yet more-used skill, meaning that dwarves aren't as unskilled at things they only have to do seldomly.
A dwarf who specializes in bed making (in your system) is the same as a dwarf who specializes in cabinet making in everything but their name. They still can easily do the other's job, it's just that in your system it just takes longer to do it (because XP gain is more rigid). Making things longer isn't a challenge nor does it make things fun.
"Making things longer"? What?
A dwarf who specializes in cabinet-making is different from a dwarf who specializes in bed-making because they
are better at different tasks. Yes, either one could train more in the requisite area in order to become more proficient at the other's specialty, but by that logic, you might as well say that a miner is the same as a farmer, since the only thing stopping you from turning a farmer into a miner is time as well.
In other words, your point here that a dwarf with specialty A and a dwarf with specialty B are the same because they'd only need to take a longer period of time to reach the other's level of experience applies to all skills in general, necessarily.
Again, you completely missing the point. Her arguement relates to your skill system. Not how pupil sizes should actually be measured.
I was referring to how even small differences can make a big difference when considered as a whole.
Basically, in my system generalization caps at Professional level. So a Legendary Bedmaker would be the ONLY profession that would be able to make masterwork beds. What's more, because each dwarf only has ONE specialization at > Professional levels, if you want a masterwork bed you'd only be able to do it with a dwarf who specialized in bedmaking. Now THAT is an actual impact in the game that individualizes dwarves. Because there is a limit to what each dwarf can do.
An "every dwarf only gets one specialty" is an extremely cludgy and arbitrary way to do things. Why only one? Why can't a dwarf work ten times as hard to specialize in something else? What about creatures who live for a thousand years; why can't they put those years to work improving another specialty skill to that level?
This is getting harder and harder to read, but basically, you're saying that NK's scorecard system is a bad idea. Which is funny because she's basically saying that is all that your system boils down to. Funny, isn't it.
No, I was explaining the differences.
No idea what you're saying here, but I can tell it has nothing to do with the *fun* value.
Individualization of intelligent creatures is one of the things the game relies on in order to
be fun. If you'd care to look at any of Toady's development goals, plenty of them rely on creatures having individualized personalities, motivations, history, and skills.
NK giving examples of how dwarf individualization would actually be noticable in game and not buried on some obscure stat screen.
The effects of skill specialization shouldn't be "buried on some obscure stat screen" either. If it's done well, then there should be tangible results with regards to what that creature produces in his skills.
You saying skills should have individualization to them. Which is great but your system doesn't do that. Sure it subdivides what you gain XP in, but it doesn't actually differntiate dwarves to a significant degree. Again, my system is an good example of how to make the differentiation noticable. Only a specialized dwarf can make masterwork items. That's a pretty big impact.
Limiting how far a dwarf can go without specializing makes a certain level of sense, yes, but there are ways to do this without a cludgy "one specialty per creature only, please" system like what you propose. This is a computer game; arbitrarily complicated math can be used.
Say a weaponsmith wants to specialize in swords. At low levels, experience in weaponsmithing could easily apply more-or-less equally to weaponsmithing in general no matter what you make (e.g. making a few swords makes you better in making swords, and better at making spears by almost the same degree), since you're still learning the basics, which apply to more general item types, whereas at high skill levels, you're necessarily working at extremely particular applications of skills in order to improve yourself, so you can have the experience points from making, say, swords, count far, far less towards making other items.
In other words, when a dwarf does a very particular thing (making swords), the experience applied to the general thing (making other weapons) drops off asymptotically as the dwarf's skill level in that particular thing increases.
This way, a dwarf can still increase his Weaponsmithing or Carpentry skill to a rather respectable level by making just about anything within those categories he wants, but eventually, the ability he gains in those fields become less and less general, applying more and more to just the item types he's working with. So your carpenter becomes a rather decent carpenter overall just by making beds and cabinets, by once he's fairly high in skill, if he wants to get to REALLY good at making beds specifically, he'll have to focus on that more to the exclusion of other things.
I'm glad you brought up your own system, because it made me think of that idea, which takes some of the concepts you brought up but applies them in a manner that seems a bit less artificial, and more organic. In the end, a dwarf would still have to specialize in order to become Super-Ultra-Legendary at making some particular type of item, but his ability to make beds would initially still be given a very significant boost by making cabinets, since the skill gains would be flatter across-the-board at lower skill levels.
This might sound too complicated for the player to deal with, but from the player's perspective, it doesn't really need to be complicated at all; as a player, you just need to know that a dwarf making specific things raises other related things in a similar proportion near the beginning (he's learning the ropes), but drops off significantly as very high skill levels are reached and he starts specializing.
You arguing that there should be differentiation in skills. Fine, NK & I agree with that. We want skills to be more personal and individual on a dwarf by dwarf basis. But your system doesn't do that. THAT is what we've been saying for pages now.
Also note no mention of how any of this is fun 
Of course it results in more individualization, because dwarves' skills vary much more on a more granular level and involve more specialization. Making creatures' traits more precise will individualize them more, put simply.
As far as it being fun is concerned, I did in fact mention how it's much more interesting in a fantasy world for skill specialization to exist, in Fortress Mode and outside of it, and that's where a lot of the fun in this game comes from. If you can have and interact with more interesting characters who are capable of having more characteristics in terms of skill that tend to be seen in fantasy fiction, then that's more fun for the player.
NK bringing up the arguement that skills as a whole could be going away...
I was under the impression that NK was referring to the particular type of skill system I was referring to, making an argument that it's contentious enough to not be implemented.
You making a typical statement of "it doesn't matter what we think because Toady does what Toady does and just because you don't agree with it doesn't make it a bad idea blah blah blah.
No, of course it matters what we think. Toady wants to hear what we want to think, because we have good ideas sometimes. My point was more that we aren't necessarily the best at judging
which of those ideas are good for the game, so popular opinion is a poor way to gauge what should or shouldn't be in the game; that's not a very good route to go with game development.
Nowhere do you explain how this would be fun, nor how this would actually make Dwarf A different from Dwarf B, other then one might have higher bed-making XP then the other. But if the other can easily catch up then again, it doesn't matter...
The "easily" is something you're reading into my posts, but that isn't there. Yes, given the current system, it probably would be easy, but we're talking about changing the system anyway. You came up with some ideas for circumventing this, and I expanded upon that with my own earlier in this post.
Also, dwarven skills being too easy to gain is a problem
in general, I'd say. Some skills just go up way too damn fast, for instance, and you seem to acknowledge that dwarves being able to trivially gain significant amounts of skill in a short amount of time does lead to there being issues when you try to specialize them at all, hence your ideas regarding skill specialization.
Also, I can't believe I got the formatting of that right on the first try.
... Er, wait, no I didn't. Damn.
Anyway, yelling aside, I think I came up with a decent idea somewhere in this post, that would allow for specialization of skills at high levels while having it actually mean something, and without making it trivial to achieve, but still having it fit a general skill system instead of being an "exception to the rule" special-feature sort of deal.