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	<title>Comments on: Skills and Talents &#8211; How Do They Work?</title>
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	<link>https://www.cardhunter.com/2012/03/skills-and-talents-how-do-they-work/</link>
	<description>Collectable Card Roleplaying</description>
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		<title>By: Jon</title>
		<link>https://www.cardhunter.com/2012/03/skills-and-talents-how-do-they-work/#comment-901</link>
		<dc:creator><![CDATA[Jon]]></dc:creator>
		<pubDate>Wed, 05 Sep 2012 20:17:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.cardhunter.com/?p=1333#comment-901</guid>
		<description><![CDATA[Skills are a lot like equipment, but they draw from quite a different set of cards. So, I think you&#039;ll find they are interesting in their own right.]]></description>
		<content:encoded><![CDATA[<p>Skills are a lot like equipment, but they draw from quite a different set of cards. So, I think you&#8217;ll find they are interesting in their own right.</p>
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	<item>
		<title>By: Oberon</title>
		<link>https://www.cardhunter.com/2012/03/skills-and-talents-how-do-they-work/#comment-895</link>
		<dc:creator><![CDATA[Oberon]]></dc:creator>
		<pubDate>Wed, 05 Sep 2012 03:34:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.cardhunter.com/?p=1333#comment-895</guid>
		<description><![CDATA[Skills just don&#039;t seem different then items or equipment.

Currently, as I understand it, warriors can equip weapons while wizards cannot due to the slots they recieve.  Wizards have differenent item slots that warriors can&#039;t equip, so there&#039;s a significant amount of items that can&#039;t be swapped between certain classes.  That seems to function the exact same as a warrior skill versus a wizard skill.  Your class choice is still determining the critical slots. 

Maybe in future you would have more overlap in item usage with new classes, but right now it seems very similar.

Race bound skills are a bit more interesting.  That at least seems to tie back to a choice you made about the character, and allow race/class combinations to be more defined.]]></description>
		<content:encoded><![CDATA[<p>Skills just don&#8217;t seem different then items or equipment.</p>
<p>Currently, as I understand it, warriors can equip weapons while wizards cannot due to the slots they recieve.  Wizards have differenent item slots that warriors can&#8217;t equip, so there&#8217;s a significant amount of items that can&#8217;t be swapped between certain classes.  That seems to function the exact same as a warrior skill versus a wizard skill.  Your class choice is still determining the critical slots. </p>
<p>Maybe in future you would have more overlap in item usage with new classes, but right now it seems very similar.</p>
<p>Race bound skills are a bit more interesting.  That at least seems to tie back to a choice you made about the character, and allow race/class combinations to be more defined.</p>
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	<item>
		<title>By: zipdrive</title>
		<link>https://www.cardhunter.com/2012/03/skills-and-talents-how-do-they-work/#comment-642</link>
		<dc:creator><![CDATA[zipdrive]]></dc:creator>
		<pubDate>Sun, 18 Mar 2012 11:02:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.cardhunter.com/?p=1333#comment-642</guid>
		<description><![CDATA[I fail to see the need for skills in their current form. You could have class- or race-specific equipment doing the same things (Mighty Axe is warrior-only, circlet of Elven-kind is Elf-only) and avoid the flavor-killing &quot;Bob gives his Trained Battledancing skill to Merv&quot;.]]></description>
		<content:encoded><![CDATA[<p>I fail to see the need for skills in their current form. You could have class- or race-specific equipment doing the same things (Mighty Axe is warrior-only, circlet of Elven-kind is Elf-only) and avoid the flavor-killing &#8220;Bob gives his Trained Battledancing skill to Merv&#8221;.</p>
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		<title>By: Nick</title>
		<link>https://www.cardhunter.com/2012/03/skills-and-talents-how-do-they-work/#comment-641</link>
		<dc:creator><![CDATA[Nick]]></dc:creator>
		<pubDate>Sat, 17 Mar 2012 16:51:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.cardhunter.com/?p=1333#comment-641</guid>
		<description><![CDATA[I don&#039;t know about its game destroying elements but I do think this is a good system. If they do something similar to what The Old Republic does with modifiable equipment drops in dungeons, that is make it a random chance drop but limit what traits or talents you can get in a dungeon to just two or three specific cards, I can see that worry becoming a non-issue.]]></description>
		<content:encoded><![CDATA[<p>I don&#8217;t know about its game destroying elements but I do think this is a good system. If they do something similar to what The Old Republic does with modifiable equipment drops in dungeons, that is make it a random chance drop but limit what traits or talents you can get in a dungeon to just two or three specific cards, I can see that worry becoming a non-issue.</p>
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	<item>
		<title>By: Skillez</title>
		<link>https://www.cardhunter.com/2012/03/skills-and-talents-how-do-they-work/#comment-638</link>
		<dc:creator><![CDATA[Skillez]]></dc:creator>
		<pubDate>Tue, 13 Mar 2012 22:23:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.cardhunter.com/?p=1333#comment-638</guid>
		<description><![CDATA[2

Because it would be too random/luck based.

Too much Luck ends on too much bad luck = boring]]></description>
		<content:encoded><![CDATA[<p>2</p>
<p>Because it would be too random/luck based.</p>
<p>Too much Luck ends on too much bad luck = boring</p>
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		<title>By: Skillez</title>
		<link>https://www.cardhunter.com/2012/03/skills-and-talents-how-do-they-work/#comment-637</link>
		<dc:creator><![CDATA[Skillez]]></dc:creator>
		<pubDate>Tue, 13 Mar 2012 22:22:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.cardhunter.com/?p=1333#comment-637</guid>
		<description><![CDATA[Good decision.

But overall you could add a few skills (basic ones) that players would win by lvling up, because treating skills as items can also be a shot in the dark. 

And why is that ? simply because items are earned randomly... It&#039;s awkward and kinda stupid that skills can be &quot;dropped&quot; by monsters or found as a regular item. It&#039;s a just an awkward concept, that can make people quit the game]]></description>
		<content:encoded><![CDATA[<p>Good decision.</p>
<p>But overall you could add a few skills (basic ones) that players would win by lvling up, because treating skills as items can also be a shot in the dark. </p>
<p>And why is that ? simply because items are earned randomly&#8230; It&#8217;s awkward and kinda stupid that skills can be &#8220;dropped&#8221; by monsters or found as a regular item. It&#8217;s a just an awkward concept, that can make people quit the game</p>
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	<item>
		<title>By: thebangzats</title>
		<link>https://www.cardhunter.com/2012/03/skills-and-talents-how-do-they-work/#comment-636</link>
		<dc:creator><![CDATA[thebangzats]]></dc:creator>
		<pubDate>Tue, 13 Mar 2012 05:48:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.cardhunter.com/?p=1333#comment-636</guid>
		<description><![CDATA[In normal card games, I&#039;d hate to be forced to use a particular card that I have no interest in. Deck building should be 100% free. The fact that skills work exactly like items instead of a new system of sorts make the game even simpler, which is a good thing. People would hate long complicated tutorials before they play, now it&#039;s just, &quot;you find loot AND skills, they represent cards, you equip them to use those cards in your deck&quot;

I believe limiting certain cards for certain races/classes would be sufficient &quot;binding&quot; to some cards.]]></description>
		<content:encoded><![CDATA[<p>In normal card games, I&#8217;d hate to be forced to use a particular card that I have no interest in. Deck building should be 100% free. The fact that skills work exactly like items instead of a new system of sorts make the game even simpler, which is a good thing. People would hate long complicated tutorials before they play, now it&#8217;s just, &#8220;you find loot AND skills, they represent cards, you equip them to use those cards in your deck&#8221;</p>
<p>I believe limiting certain cards for certain races/classes would be sufficient &#8220;binding&#8221; to some cards.</p>
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	<item>
		<title>By: Pugs</title>
		<link>https://www.cardhunter.com/2012/03/skills-and-talents-how-do-they-work/#comment-635</link>
		<dc:creator><![CDATA[Pugs]]></dc:creator>
		<pubDate>Mon, 12 Mar 2012 22:24:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.cardhunter.com/?p=1333#comment-635</guid>
		<description><![CDATA[That&#039;s interesting.  I always assumed a lot of items worked like skills do anyway, in that some items would be available to all, but a good percentage would be restricted based on class or even race. 

I also thought maybe talents would be something you picked for a character at level 1 and stuck with.  But that has the same problem as your initial skill implementation so it&#039;ll be interesting to read the talent dev diary.]]></description>
		<content:encoded><![CDATA[<p>That&#8217;s interesting.  I always assumed a lot of items worked like skills do anyway, in that some items would be available to all, but a good percentage would be restricted based on class or even race. </p>
<p>I also thought maybe talents would be something you picked for a character at level 1 and stuck with.  But that has the same problem as your initial skill implementation so it&#8217;ll be interesting to read the talent dev diary.</p>
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