We want to ensure that progression through itemization does not dwarf progression through character build at the top end.
We want to cap the amount of things you need to remember at any given point in time. Limiting information bloat while maintaining build diversity and tactical depth has been a part of basically every decision we've made mechanically.
The single slot for each item type is meant to ensure that those that invest in a profession will still be looking to actively trade and sell excess items created in order to fill their other four slots. Basically, if I'm a Heavy Armor crafter and I make a "best in slot" piece of armor out of super rare components I now can sell my current "second best in slot" piece of armor to someone else who can't make their own armor.
For the non-perma item slots, they will be able to produce more items each session than they will be able to use themselves and thus have a constant influx of sellable goods. Basically, we're attempting to ensure that no one is self sufficient and everyone, even if they specialize and have the best item in a slot, still have goods to engage in the economy with.
Essentially, yes. We want people to be actively planning for things during their "downtime". We want people talking to each other and deciding how to best prepare for things because that is engaging and interesting even when staff is busy prepping a future encounter.
- An item that allows you to use lockpicks to try to pick locks.
- An item that allows you to "Charm by Speech: Fall asleep" after 1 minute of roleplay and 3 Grace.
- An item that allows you to "Area Detect Traps" after 1 minute of roleplay and 1 Valor.
- An item that allows you to "Charm by Disguise: Believe I am a (Specify a vague group)" while worn.
We are specifically attempting to carve out a system in which every single person, regardless of whether they are interested in participating in combat scenarios, has a roughly equivalent amount of mechanical goodies to offer to both combat scenarios and world shaping/plot scenarios. We expect most people who are not interested in actually fighting to fill their non-utility slots with items that provide benefits to combat scenarios via playstyles that do not involve hitting others with swords (such as buffing, healing, defenses so they can get away, etc.).
We don't want players to feel like they needed to choose between being able to interact with the world or feeling useless when fights break out (which they are going to somewhere between 4-8 times per event). I find that a system where you are using the same resources to choose between combat effectiveness and being able to actually affect plot to be incredibly frustrating and to only act to widen the gap (in both directions) between those that are there for the combat and those that are there for the plot.
Basically, originally we wanted a complete separation between combat and non-combat abilities into two separate systems. Every character would have combat "Build" and Non-combat "build" (would have been named something way less confusing). This didn't materialize because of both complexity concerns as well as the extreme difficulty of systemizing roleplay/utility skills in a way that is expansive and satisfying (most things that sound like cool and fun utility abilities actually just make everyone go "Wait, that means without that skill I can't even try to pick locks? That's bullshit. I shouldn't need a skill to just try to do something physically or through roleplay"). Eventually we cut this and compromised to put a smattering of utility abilities available for build though I still find it un-ideal. Our profession and item systems, however, maintain this distinction because we currently believe we have ways to make it work.
Persuasion, specifically, while on the surface it appears to be a purely non-com ability has combat implications if used correctly (in that you can convince enemies about things). In that sense, the nature of the item buff to the skill would determine which slot it would go in.