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Iron Lore - Tokens, what the heck are they?
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<blockquote data-quote="I'm A Banana" data-source="post: 2219592" data-attributes="member: 2067"><p>Well, yeah. Or vice-versa and spells are just mechanical effects with a specific fluff. One that can be removed and re-applied and re-examined and be something different in every campaign. What is ray of frost in one game could be "firing an arrow aith an alchemic mixture on it that causes frostbite upon contact" in another. The flashier spells are a bit harder to justify, but it's not hard to put the flavor-hammer to the gavel and say "Fireball is you throwing a grenade. Magic Missile is you taking advantage of an opponent's momentary distractin and throwing a few knives at him. Change the damage to piercing. Teleport is you suddenly finding a hole in space-time that you can step through. You're using the TERRAIN TO YOUR ADVANTAGE!" Or you can just nix the flashy wizz-bang spells (or limit them to arcanists) and keep the "Longstrider is actually just you finding a shortcut" explanation for the rest. </p><p></p><p>The thing that makes Tokens *surprisingly* like magic is that they are a points system, they are a # of uses system, they represent a finite source of energy that you can expend to cause conditions. In the case of the hunter it's "tactical resources" that he "will have exhausted", but that's just another word for "Spells that he will have cast" or "Power points that he will have used." </p><p></p><p>I don't think this is a bad thing, but then I don't think magic is a bad thing. Giving all classes use of magic is a great way to make all classes feel like a wizard or sorcerer, and expending limited rescources is fun for everyone (it's why MOST of the core classes have some x/dy thing they can do, even if it's not just magic).</p><p></p><p></p><p></p><p>Again, I don't need IL for this. The "easiest" way to make your powers part of your character is to remove that belt of giant strength, and just give the warrior PC a +2 enchancement bonus to Strength. Same mechanics, insert your own flavor.</p><p></p><p>You don't need a new system to get away from a dependancy on items.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 2219592, member: 2067"] Well, yeah. Or vice-versa and spells are just mechanical effects with a specific fluff. One that can be removed and re-applied and re-examined and be something different in every campaign. What is ray of frost in one game could be "firing an arrow aith an alchemic mixture on it that causes frostbite upon contact" in another. The flashier spells are a bit harder to justify, but it's not hard to put the flavor-hammer to the gavel and say "Fireball is you throwing a grenade. Magic Missile is you taking advantage of an opponent's momentary distractin and throwing a few knives at him. Change the damage to piercing. Teleport is you suddenly finding a hole in space-time that you can step through. You're using the TERRAIN TO YOUR ADVANTAGE!" Or you can just nix the flashy wizz-bang spells (or limit them to arcanists) and keep the "Longstrider is actually just you finding a shortcut" explanation for the rest. The thing that makes Tokens *surprisingly* like magic is that they are a points system, they are a # of uses system, they represent a finite source of energy that you can expend to cause conditions. In the case of the hunter it's "tactical resources" that he "will have exhausted", but that's just another word for "Spells that he will have cast" or "Power points that he will have used." I don't think this is a bad thing, but then I don't think magic is a bad thing. Giving all classes use of magic is a great way to make all classes feel like a wizard or sorcerer, and expending limited rescources is fun for everyone (it's why MOST of the core classes have some x/dy thing they can do, even if it's not just magic). Again, I don't need IL for this. The "easiest" way to make your powers part of your character is to remove that belt of giant strength, and just give the warrior PC a +2 enchancement bonus to Strength. Same mechanics, insert your own flavor. You don't need a new system to get away from a dependancy on items. [/QUOTE]
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