Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
Iron Lore - Tokens, what the heck are they?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 2211254" data-attributes="member: 4937"><p>The text seems to suggest that you have for a given level of ability a limit on 'hand size' (probably the size of your starting pool, or starting pool + 2 or something), and that at the end of the turn if the number of tokens exceeds this hand size, you must discard the extra ones. So, someone mentioned how the Beserker was spending the tokens as fast as he could get them, and its probably only partially true that this was because they were scarce. The other reason is that probably as a low level Beserker, he's not allowed to 'hold' more than one or two tokens at a time. Presumably this mechanic could be used to allow the more powerful 'spells' to only be castable at higher levels, because low level characters could never build up enough of a pool. </p><p></p><p></p><p></p><p>Another possible mechanic would be trading pool size for more tokens. For instance, you could have a class that could buy a new token at the cost of shrinking his maximum hand size. This would give a class with alot of endurance, but which would be reduced to only 'cantrips' (as it were) by the end of the encounter. Another possible mechanic would be trading fatigue for pools of tokens. That seems particularly suited to spell caster. You run out of tokens, you buy a few more by (potentially?) making yourself winded, then fatigued, and latter exhausted. This fits with the standard convention that spell casting is tiring, but without limiting the spell caster to only one 'pop' per day. Or yet another mechanic would be to have a character the was fueled by success. I could see the Executioner recovering tokens for dropping an opponent, for example. Mooks beware.</p><p></p><p>I think it interesting that the Hunter, if you think about it, could potentially be more powerful as a buffer than a front line fighter - spending his standard actions buying 'spells' (via tokens) - which he then casts onto other characters (often by giving away the tokens he bought) so that they can spend them to buff themselves in whatever fashion that class spends tokens, or buying AC for another character, or what have you. </p><p></p><p></p><p></p><p>And that I think is the key point. Even if all this works - and I'm not convinced that it would be worth it at higher levels, though I can definately see the attraction at low levels - it won't necessarily change the feel of the games. Essentially, Mearls has answered the question of how do you balance non-spellcasters with spellcasters at high levels without magic, with the answer, "By making everyone spellcasters." That may in fact turn out to be the only good answer, but I guarantee that it wasn't the answer that everyone was expecting.</p><p></p><p></p><p></p><p>For me, the most offputting thing is that much of the token expenditures seem to be ways that the player can declare the universe to be different by 'finding' something about the environment that wasn't there before. This won't be offputting to everyone, and I can see the attraction of the consensual story telling to it, but it reminds me more of the Hollywood movies where the hero always finds the car keys in the get away vehical at the beginning of the chase scene, and always finds the alley in which the flower cart pulls out just behind him than it reminds me of the low gritty fantasy that is implied when people say 'low magic campaign'. The system might be awesome for a Spycraft type game (or even for that matter a silly game like Paranoia or Toon), but I'm not sure it actually what I want in D&D.</p><p></p><p>And I'm certainly not sure how the system handles itself as it gets more complicated. I would be a darn sight happier to see the system pulled off in Heart of Nightfang Spire or an even higher level module. That the system works for 4th level characters isn't surprising. Low level spell-casters are easy to run. They don't have that many options, and fighter types (even fighter types with a few 'fighter spells') work perfectly fine at low levels without a lot of magic (for one thing, they aren't facing alot of magic). Claiming that the system worked for 2nd-4th level characters is not only not very impressive, it's down right insulting compared to what the system was touted as.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 2211254, member: 4937"] The text seems to suggest that you have for a given level of ability a limit on 'hand size' (probably the size of your starting pool, or starting pool + 2 or something), and that at the end of the turn if the number of tokens exceeds this hand size, you must discard the extra ones. So, someone mentioned how the Beserker was spending the tokens as fast as he could get them, and its probably only partially true that this was because they were scarce. The other reason is that probably as a low level Beserker, he's not allowed to 'hold' more than one or two tokens at a time. Presumably this mechanic could be used to allow the more powerful 'spells' to only be castable at higher levels, because low level characters could never build up enough of a pool. Another possible mechanic would be trading pool size for more tokens. For instance, you could have a class that could buy a new token at the cost of shrinking his maximum hand size. This would give a class with alot of endurance, but which would be reduced to only 'cantrips' (as it were) by the end of the encounter. Another possible mechanic would be trading fatigue for pools of tokens. That seems particularly suited to spell caster. You run out of tokens, you buy a few more by (potentially?) making yourself winded, then fatigued, and latter exhausted. This fits with the standard convention that spell casting is tiring, but without limiting the spell caster to only one 'pop' per day. Or yet another mechanic would be to have a character the was fueled by success. I could see the Executioner recovering tokens for dropping an opponent, for example. Mooks beware. I think it interesting that the Hunter, if you think about it, could potentially be more powerful as a buffer than a front line fighter - spending his standard actions buying 'spells' (via tokens) - which he then casts onto other characters (often by giving away the tokens he bought) so that they can spend them to buff themselves in whatever fashion that class spends tokens, or buying AC for another character, or what have you. And that I think is the key point. Even if all this works - and I'm not convinced that it would be worth it at higher levels, though I can definately see the attraction at low levels - it won't necessarily change the feel of the games. Essentially, Mearls has answered the question of how do you balance non-spellcasters with spellcasters at high levels without magic, with the answer, "By making everyone spellcasters." That may in fact turn out to be the only good answer, but I guarantee that it wasn't the answer that everyone was expecting. For me, the most offputting thing is that much of the token expenditures seem to be ways that the player can declare the universe to be different by 'finding' something about the environment that wasn't there before. This won't be offputting to everyone, and I can see the attraction of the consensual story telling to it, but it reminds me more of the Hollywood movies where the hero always finds the car keys in the get away vehical at the beginning of the chase scene, and always finds the alley in which the flower cart pulls out just behind him than it reminds me of the low gritty fantasy that is implied when people say 'low magic campaign'. The system might be awesome for a Spycraft type game (or even for that matter a silly game like Paranoia or Toon), but I'm not sure it actually what I want in D&D. And I'm certainly not sure how the system handles itself as it gets more complicated. I would be a darn sight happier to see the system pulled off in Heart of Nightfang Spire or an even higher level module. That the system works for 4th level characters isn't surprising. Low level spell-casters are easy to run. They don't have that many options, and fighter types (even fighter types with a few 'fighter spells') work perfectly fine at low levels without a lot of magic (for one thing, they aren't facing alot of magic). Claiming that the system worked for 2nd-4th level characters is not only not very impressive, it's down right insulting compared to what the system was touted as. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Iron Lore - Tokens, what the heck are they?
Top