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<blockquote data-quote="Andre" data-source="post: 2213076" data-attributes="member: 25930"><p><strong>x/day abilities:</strong></p><p></p><p>The only problem with using tokens is that they are replenished with each encounter. Making the ability cost a lot of tokens limits it to high-level characters only. Making it cost very few tokens means it will be used in every encounter (if it's really useful). You almost need another type of token (hero points?) that are replenishable at a cost. Or include something else, such as a monetary cost, to discourage using the ability all the time.</p><p></p><p><strong>Tall trait</strong></p><p></p><p>To each his own, but as soon as I saw this, I knew I would house rule it out. Not really necessary, a bit clumsy in application. I just don't like it and frankly I doubt any player would even notice if it wasn't available.</p><p></p><p><strong>Hit Dice/Hit Points</strong></p><p></p><p>I think I like this a lot. I'll wait to see the full implementation, but anything that reduces the randomness in such a basic part of gameplay is, IMO, a good thing.</p><p></p><p><strong>Defense Bonus</strong></p><p></p><p>Again, I'll have to wait and see how everything fits before forming a final opinion. That said, I like the idea of armor as DR, so I'm optimistic.</p><p></p><p>To add one other topic to the discussion, was anyone else concerned at the complexity of the Hunter class in actual play? The number of abilities, the management of the token pool, the conditional nature of the bonuses, the short-term nature of the bonuses - all this adds up to a very complex game session, IMO. Especially at high levels, I can see a player using one or more reference charts just to play the character at minimal effectiveness.</p><p></p><p>I really hope the Hunter is not typical of the complexity of the rest of the classes and rules in IL.</p></blockquote><p></p>
[QUOTE="Andre, post: 2213076, member: 25930"] [B]x/day abilities:[/B] The only problem with using tokens is that they are replenished with each encounter. Making the ability cost a lot of tokens limits it to high-level characters only. Making it cost very few tokens means it will be used in every encounter (if it's really useful). You almost need another type of token (hero points?) that are replenishable at a cost. Or include something else, such as a monetary cost, to discourage using the ability all the time. [B]Tall trait[/B] To each his own, but as soon as I saw this, I knew I would house rule it out. Not really necessary, a bit clumsy in application. I just don't like it and frankly I doubt any player would even notice if it wasn't available. [B]Hit Dice/Hit Points[/B] I think I like this a lot. I'll wait to see the full implementation, but anything that reduces the randomness in such a basic part of gameplay is, IMO, a good thing. [B]Defense Bonus[/B] Again, I'll have to wait and see how everything fits before forming a final opinion. That said, I like the idea of armor as DR, so I'm optimistic. To add one other topic to the discussion, was anyone else concerned at the complexity of the Hunter class in actual play? The number of abilities, the management of the token pool, the conditional nature of the bonuses, the short-term nature of the bonuses - all this adds up to a very complex game session, IMO. Especially at high levels, I can see a player using one or more reference charts just to play the character at minimal effectiveness. I really hope the Hunter is not typical of the complexity of the rest of the classes and rules in IL. [/QUOTE]
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