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Iron Lore - Tokens, what the heck are they?
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<blockquote data-quote="Janx" data-source="post: 2217257" data-attributes="member: 8835"><p>I'm not sure why the negative reactions came up, the token system makes sense to me.</p><p></p><p>I think some confusion exists on what Iron Lore is about. I think the key feature of Iron Lore is that your PC that washed up on the beach with no stuff is just as cool as he was yesterday, when he was buckling swashes with a pack full of gear. Main point, your cool tricks are built into the character, not the the gear. I got a friend who will only play Forsakers with the Vow of Poverty (smashes magic items to get more powers, doesn't need gear), to avoid dependance (and DM vulnerability) on equipment. So I get that.</p><p></p><p>With that goal in mind, there's several ways to solve it. The "easiest" is to have lots of feats and class features that unlock at each level. In this way, BAB, AC and damage can go up, as if you had magical items. Throw in some funky effects, and you've got gear built into the PC. Problem solved, though you've got characters with some mighty mystical powers probably.</p><p></p><p>Now comes this token system. At the simplest, it is an easy way to model "charging up" for an action. This could be for casting a spell, "hulking out" on a barbarian, finding a tactical advantage. That's pretty useful actually. It also might encourage more than making attack rolls every round (which becomes fairly boring).</p><p></p><p>To further incorporate the token system, they've rolled it into each of the classes, making it even more essential. That's OK, it encourages their use, and gives them a way to manage the power levels (max tokens).</p><p></p><p>Now it is a valid concern to see how high level play carries out. Are there too many tokens to deal with? Are the PCs too powerful or not powerful enough? Is it any more complex than normal D&D? A fair number of players can easily handle high level D&D, it's usually the DM who can't (too many variables).</p><p></p><p>I suspect we'll have to wait and see if Malhavoc releases playtest notes on high level play. They've only had one playtest article after all (and they're not going to dump all their articles in the first week). They've got to build interest over time, until the release date.</p><p></p><p>Janx</p></blockquote><p></p>
[QUOTE="Janx, post: 2217257, member: 8835"] I'm not sure why the negative reactions came up, the token system makes sense to me. I think some confusion exists on what Iron Lore is about. I think the key feature of Iron Lore is that your PC that washed up on the beach with no stuff is just as cool as he was yesterday, when he was buckling swashes with a pack full of gear. Main point, your cool tricks are built into the character, not the the gear. I got a friend who will only play Forsakers with the Vow of Poverty (smashes magic items to get more powers, doesn't need gear), to avoid dependance (and DM vulnerability) on equipment. So I get that. With that goal in mind, there's several ways to solve it. The "easiest" is to have lots of feats and class features that unlock at each level. In this way, BAB, AC and damage can go up, as if you had magical items. Throw in some funky effects, and you've got gear built into the PC. Problem solved, though you've got characters with some mighty mystical powers probably. Now comes this token system. At the simplest, it is an easy way to model "charging up" for an action. This could be for casting a spell, "hulking out" on a barbarian, finding a tactical advantage. That's pretty useful actually. It also might encourage more than making attack rolls every round (which becomes fairly boring). To further incorporate the token system, they've rolled it into each of the classes, making it even more essential. That's OK, it encourages their use, and gives them a way to manage the power levels (max tokens). Now it is a valid concern to see how high level play carries out. Are there too many tokens to deal with? Are the PCs too powerful or not powerful enough? Is it any more complex than normal D&D? A fair number of players can easily handle high level D&D, it's usually the DM who can't (too many variables). I suspect we'll have to wait and see if Malhavoc releases playtest notes on high level play. They've only had one playtest article after all (and they're not going to dump all their articles in the first week). They've got to build interest over time, until the release date. Janx [/QUOTE]
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