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Iron Lore - Tokens, what the heck are they?
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<blockquote data-quote="Jeremy Ackerman-Yost" data-source="post: 2214856" data-attributes="member: 4720"><p>Actually, we can't comment intelligently on what the system as a whole "has to do with." It seems that the different classes will be dealing with different limited resources. It looks like the classes start a given period of increased energy expenditure with a set amount of resources to spend. The nature of the resource varies with what you're doing with it. The Hunter's is a form of mental focus. This mental focus gives him a nice tactical picture of the battlefield. When he does something to alter the battlefield, either via trickery or by alerting his teammates to something they can exploit, he also changes the nature of the situation, requiring him to refocus on the battlefield to recalculate the variables as it were, and thereby rebuild his mental picture. The larger pool he starts a battle with as he levels up is merely his increasing ability to track multiple tactical variables at the same time. And did anyone but me notice that outside of a stressful combat situation, he can use some aspects of this ability at will? This is a perfect extrapolation of how the "tactical picture" theory would work outside of combat. With no distractions or rapidly changing variables, the Hunter's sheer capacity for tracking the variables in a situation is unfettered.</p><p></p><p>Despite being rather mentalistic, that's a more realistic resource model than anything in core D&D, and it has advantages in terms of sheer fun, IMO, because it removes the "should I blow my 1 use today of Smite Irritation on this encounter?" with "let's rock, I have replenishable resources!"</p><p></p><p>I can't wait to see if the other classes use as reasonable and flavorful a resource model for their capabilities.</p></blockquote><p></p>
[QUOTE="Jeremy Ackerman-Yost, post: 2214856, member: 4720"] Actually, we can't comment intelligently on what the system as a whole "has to do with." It seems that the different classes will be dealing with different limited resources. It looks like the classes start a given period of increased energy expenditure with a set amount of resources to spend. The nature of the resource varies with what you're doing with it. The Hunter's is a form of mental focus. This mental focus gives him a nice tactical picture of the battlefield. When he does something to alter the battlefield, either via trickery or by alerting his teammates to something they can exploit, he also changes the nature of the situation, requiring him to refocus on the battlefield to recalculate the variables as it were, and thereby rebuild his mental picture. The larger pool he starts a battle with as he levels up is merely his increasing ability to track multiple tactical variables at the same time. And did anyone but me notice that outside of a stressful combat situation, he can use some aspects of this ability at will? This is a perfect extrapolation of how the "tactical picture" theory would work outside of combat. With no distractions or rapidly changing variables, the Hunter's sheer capacity for tracking the variables in a situation is unfettered. Despite being rather mentalistic, that's a more realistic resource model than anything in core D&D, and it has advantages in terms of sheer fun, IMO, because it removes the "should I blow my 1 use today of Smite Irritation on this encounter?" with "let's rock, I have replenishable resources!" I can't wait to see if the other classes use as reasonable and flavorful a resource model for their capabilities. [/QUOTE]
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