I'm very intrigued by the traditions system. Can I just confirm what I've pieced together? (i'm just going to make up names for skills and stats, those don't need confirming, just the basic mechanics) Then I'll ask some questions...
What I've gathered:
You take a tradition, It gives you a couple skills (2 it seems), a couple increases to stats, and makes you older (that is, your character will have already spent that many years doing that thing). Sometimes you also get a special ability (?Or do you always, I'm not clear on how this sort of thing enters the game, but some of your talk of spell-casting seems to imply it happens sometimes?). Then you take another and repeat the process.
So if i took thief (you seem to call it a burglar, that's cool too), I'd gain 'stealing' and 'hiding' as skills, +1 to agility and dex, and have spent 3 yrs doing this. Maybe I'd get a 'cutpurse' ability that lets me steal stuff.
If I took it twice I'd get 'stealing x2' and 'hiding x2' and +2 to agility and dex, and it would ad 6 yrs to how old I am at creation. would i get 'cutpurse x2' or 'improved cutpurse' or would it be more like 'cutpurse' and 'softpad' abilities?
If i took 'thief' three times, would I be overdoing it? Or is it possible/probable to make a character that takes the same tradition 4 times (every time but the starter) and not be very, very narrow in what you are good at (or crippled in a way you wouldn't want to be)? What is the 'average' number of different traditions people will likely take (in your estimation)?
Is the goal to (ideally) encourage player to pick traditions that fit their story, not fill out their stat block?
Will they be designed so you can sort of do both (ie a thiefy character who wants more strength can find a theify-strengthy tradition to take once or twice)? If you stuck to a Tradition Theme (military or magical or 'thiefy', etc), would you mostly end up building one stat or skill, and then be able to round out other parts of your character by varying within that theme?
Are traditions the main way you get speacial abilities that would in D&D be class features: backstab, spellcasting, bard song?
Are these basically the appetizer sampler version of classes; you get to pick out a bit of everything you like, and maybe try something new without comiting to eat an entire plateful of jalepeno squid-cakes?
How come there's no generic "Soldier" or "Warrior" career?
"Acolyte" and "Farmhand" sound very specific: religious and agricultural, respectively.
I understand there will be no generic traditions; but wouldn't "Pupil" and "Commoner" serve nearly as well for those?
But what if you want to play a normal soldier, who isn't specifically an archer or a knight? It seems like there's something missing.There are no "generic" careers full-stop. Soldier types have knights and archers so far; I expect others will be added as and when.