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Iron Lore - Tokens, what the heck are they?
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<blockquote data-quote="A'koss" data-source="post: 2211340" data-attributes="member: 840"><p><span style="font-size: 10px">When I first heard of Tokens I admit I wasn't all that keen on the idea of "poker chip powers". But after seeing the hunter and spending some time thinking about it, it has certainly grown on me. The additional tactical options all seem to be geared to get players more involved in the game, to think a little more on their options, and even more importantly - it keeps the game fresh. You can now do cool things in every encounter, not just x times per day (which you're gonna save for the BBEG anyway). Stunts, Challenges... again, designed to draw you in and try something different, something more interesting. And I think in high level play, the IL options have the potential to really shine and keep that interest going when core D&D combat becomes a bit of slog. </span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Now, I'm sure when IL drops in our laps it's going to be a lot to take in. It's shaping up to be a significant departure from the default style of play and it looks like each character will have a plethora of options at higher levels. In some ways they do seem like limited wizards but I also think that playing from 1st level through 20th you will develop your own kind of style and figure out when try this and when to rely on that. But at the core, the options are always there to tempt you to try some crazy stunt or challenge or whathaveyou. You're not locked in the mentality that you have to save your best moves/attacks/etc. for a single encounter... I know I'm beginning to ramble a bit here, but you get the idea.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">It's still very early yet, but my optimism grows every time I hear a new tidbit. I think Mike is definitely on the right track.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Cheers!</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p></blockquote><p></p>
[QUOTE="A'koss, post: 2211340, member: 840"] [size=2]When I first heard of Tokens I admit I wasn't all that keen on the idea of "poker chip powers". But after seeing the hunter and spending some time thinking about it, it has certainly grown on me. The additional tactical options all seem to be geared to get players more involved in the game, to think a little more on their options, and even more importantly - it keeps the game fresh. You can now do cool things in every encounter, not just x times per day (which you're gonna save for the BBEG anyway). Stunts, Challenges... again, designed to draw you in and try something different, something more interesting. And I think in high level play, the IL options have the potential to really shine and keep that interest going when core D&D combat becomes a bit of slog. Now, I'm sure when IL drops in our laps it's going to be a lot to take in. It's shaping up to be a significant departure from the default style of play and it looks like each character will have a plethora of options at higher levels. In some ways they do seem like limited wizards but I also think that playing from 1st level through 20th you will develop your own kind of style and figure out when try this and when to rely on that. But at the core, the options are always there to tempt you to try some crazy stunt or challenge or whathaveyou. You're not locked in the mentality that you have to save your best moves/attacks/etc. for a single encounter... I know I'm beginning to ramble a bit here, but you get the idea. It's still very early yet, but my optimism grows every time I hear a new tidbit. I think Mike is definitely on the right track. Cheers! [/size] [/QUOTE]
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