| kysmartman |
No. The traits that the card has only affect checks against certain banes (for example the Spectre requires the attack have the Magic trait which can be done via a spell or a weapon with the magic trait aka a magic weapon). Also, if your chosen card has a trait that the bane is immune to (Mental or Poison usually though a few in AP2 add spells), then you can't use cards with those traits.
The only card type you have to worry about having a certain skill to KEEP are the Spells. You can always use them once even if you don't have the Arcane or Divine skills after which they are returned to the box. If you do have that skill, then you can try to recharge the spell.
One note to remember about those traits on the cards: Only ones that say "For your combat check..." add those traits to the check unless the card specifically says that it adds X trait to the check (like Fiery Weapon adds Fire to the check with a weapon).
| zumbie nelson 635 |
I get that certain bains require certain traits to harm them.
Ok so your saying that you don't have to have the magic or divine traits inorder use a spell card with the those traits unless you intend to keep them.
what about item cards with magic or divine traits?
How about characters who don't have the weapons trait. From what I gather they can't even use these cards until they aquire the weapons trait, or there is another trait on the weapon card which the character has.
| Hawkmoon269 |
Dave Riley is right on in saying that any character can use any card. They just can't all use them as equally well.
The traits (from all I've seen so far) mostly deal with how the cards (including character cards) interact with each other. For instance:
If a monster says it is immune to Mental and Poison, then you can't play a card with those traits against the monster. So Sleep spells and poisoned weapons wouldn't work on this monster.
Kyra's power to heal in place of her free exploration requires her to reveal and ultimately discard a card with the divine trait. So she can uses blessings or spells with that trait.
Many monsters are immune to the magic trait. Playing a weapon that has the magic trait does lend its trait to the check since the weapon defines the combat check. That makes the weapon able to defeat the monster.
Sajan's Drunken Master role has a power to attempt a check to recharge boons with the liquid trait.
Some weapons have the ranged traits. Certain allies add to a "ranged" combat check only.
Lini's power to add 1d4 to any check requires her to use an ally with the animal trait.
There are numerous other examples. There are a few traits that (so far anyway) don't seem to be used for Rise of the Runelords, but they are there to be future compatible. The alchemical trait for instance might not be used in this game, but if a future edition includes an alchemist he might have a power that only effect cards with the alchemical trait. Characters in future PACG sets are intended to be able to be played in the other sets (though some might struggle more away from the "homeworld").