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Iron Lore - Tokens, what the heck are they?
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<blockquote data-quote="Dr. Strangemonkey" data-source="post: 2212217" data-attributes="member: 6533"><p><strong>welcome to the land of the elision</strong></p><p></p><p></p><p></p><p>While I may agree with you, I had the impression that the hunter was more a reference to someone who can read the landscape and who is good at both lore and tactics. That and the skill areas used. All of which are pretty huntable.</p><p></p><p></p><p>Something I'd like to point out: From my reading of this class it seemed as though the high level character would be easier to create, but...</p><p></p><p>...what we really need to see to determine that are the more basic structural details of the class like feat and skill acquisition rules, wealth by level, and BABs and Save Bonuses.</p><p></p><p>...and we need to contrast that against the assumed use of lack of use of magical items.</p><p></p><p>...and there is still a YMMV factor to it in that while character creation may be pretty constant for most people I don't know how much character creation maps to ease of character play.</p><p></p><p>All of that accounted for, from what I know, still leads me to favor the Hunter. If skill acquisition is primarilly by area, feat acquisition is limited by various ramps such as lore and tactics, wealth by level is less of a factor, and BABs and Save Bonuses don't need to be calculated through so many items then...</p><p></p><p>...all I need to do as DM is picking out those few skills that come from intelligence and don't fall into the areas, determine which feat paths I want the character to take and tick them off on the sheet, tick off his class abilities, determine if he's bothered to get a castle or not, and then just write down his BABs and Save Bonuses. Voila 15th level character.</p><p></p><p>So for a high level character a <strong>lot</strong> of my complexity vanished with skill ranks and magical items. Tokens would have to be mighty complicated to make up for that. Plus you get to use tokens, or more precisely your players do. Tokens are cool. Check out the intimidated look on the players' faces when you begin raking them in before the fight with the Big Bad.</p><p></p><p>The fact that there are actual bad a** NPC classes is intriguing in its own right.</p><p></p><p>I can't disagree, however, that it would be nice to see an example or transcript of play in which a DM runs an evil party against the PCs.</p></blockquote><p></p>
[QUOTE="Dr. Strangemonkey, post: 2212217, member: 6533"] [b]welcome to the land of the elision[/b] While I may agree with you, I had the impression that the hunter was more a reference to someone who can read the landscape and who is good at both lore and tactics. That and the skill areas used. All of which are pretty huntable. Something I'd like to point out: From my reading of this class it seemed as though the high level character would be easier to create, but... ...what we really need to see to determine that are the more basic structural details of the class like feat and skill acquisition rules, wealth by level, and BABs and Save Bonuses. ...and we need to contrast that against the assumed use of lack of use of magical items. ...and there is still a YMMV factor to it in that while character creation may be pretty constant for most people I don't know how much character creation maps to ease of character play. All of that accounted for, from what I know, still leads me to favor the Hunter. If skill acquisition is primarilly by area, feat acquisition is limited by various ramps such as lore and tactics, wealth by level is less of a factor, and BABs and Save Bonuses don't need to be calculated through so many items then... ...all I need to do as DM is picking out those few skills that come from intelligence and don't fall into the areas, determine which feat paths I want the character to take and tick them off on the sheet, tick off his class abilities, determine if he's bothered to get a castle or not, and then just write down his BABs and Save Bonuses. Voila 15th level character. So for a high level character a [B]lot[/B] of my complexity vanished with skill ranks and magical items. Tokens would have to be mighty complicated to make up for that. Plus you get to use tokens, or more precisely your players do. Tokens are cool. Check out the intimidated look on the players' faces when you begin raking them in before the fight with the Big Bad. The fact that there are actual bad a** NPC classes is intriguing in its own right. I can't disagree, however, that it would be nice to see an example or transcript of play in which a DM runs an evil party against the PCs. [/QUOTE]
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