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Hey, fellow makers. I'm designing an event-driven character customization system based on slots.
I have two versions in mind, I'd like some feedback on each, if possible.

Version 1 - More RPG - Like

The character has a number of slots, in which certain items (let's call them Orbs) can be socketed.
Socketed items provide either passive stat bonuses, or add active skills to the character's skill list.

Active skills usually have a cooldown, and the same skill Orb can be socketed multiple times to allow more frequent use.
Orbs can be combined / crafted / upgraded too, and the number of available slots increases as the character levels up.

This system aims to provide a chance to openly customize a character's stats and skills according to the player's tastes.
Version 2 - More CCG - Like
This is essentially the same as the previous one, with a defining difference:
 The slotted items - called "Cards" here - represent a deck of cards, much like a traging card game.

These cards are "drawn" during battle, at the beginning of each turn.  When a character draws a skill Card, he gains *one* use of that skill. Naturally, the same card can (and should) be slotted multiple times.

This system provides a totally different aspect of character customization. The character's "deck" must be carefully planned, as the player cannot be certain when or whether a skill card will be drawn.

To somewhat offset the randomness of this system, the character can also slot a special "class" card, that allows him to use an ability regardless of card drawing.
Despite the similarities, these two systems are tactically vastly different. I like both, but my percepton of them is heavily biased.
So, as I said, I'd like some unbiased feedback.

Thank you in advance!

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