|I just went on an impulse|
buying spree and got this.
Looks better than I expected.
- Talents - advantages that make you competent at several related skills.
- Wildcard Skills - a skill the bundles several skills at one, giving competence across the board.
Someone who can pick up and play any instrument, or sight-read any choral work, would have the Music! skill. If he’s gifted with several instruments and can pick up others easily (but does have to learn them first), that’s the Musical Ability Talent.So that gives some insight, but I think it is a little vague from what I gathered in practice. It is definitely accurate, but let's talk about what the quote doesn't explain .
|On the other hand, I've had|
this one for a while. Almost
essential if you like wildcard
That said, Talents can be a bargain when compared to Wildcard Skills. The Wildcard Skills cost a lot of points just to achieve attribute level competency at a specialty (24 points actually) and half of that for each +1 to skill beyond.
Talents (usually) also have a small benefit built into them besides the +1 to several skills. In GURPS Basic Set, this is not true, but the supplement Power-Ups 7 - Wildcard Skills introduces a similar benefit.
Talents have a benefit in campaigns where training times are concerned in that they also reduce the amount of times to convert hours of study into a point in a particular skill. It's a thing I haven't noticed from the types of campaigns I run, but definitely gives them one more extra kick.
With the surface scratched on what each represents and the comparisons and contrasts between the two laid out, let's take a closer look at each by itself.