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Token Casting
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<blockquote data-quote="Croesus" data-source="post: 3429684" data-attributes="member: 35019"><p>1. Yep, we avoided adding a stat bonus intentionally. Given how small the pools are, giving some characters a bonus will lead to imbalances. Also, what stat should be used? For spellcasters, we use Cha, which means an average of +3 to +6 to the pool, depending on how high the stat. But would we use a different stat for other classes? If we do, then how do we handle multiclassing? If not, other characters have to make Cha a good stat to stay even. In the end, we found it was easier to balance if we left out a stat mod.</p><p></p><p>3. Related to adding tokens based on a stat mod, if a group is using the normal feat rules (1 per 3 levels), I think kicking up the token pools by one at all levels would be good idea. We want characters to have to make choices when using tokens, but not be starved for them.</p><p></p><p>2. I have several problems with the current WOTC rules on actions: immediate actions are the only defined action type that can be taken during another's turn (AoO's aren't defined as swift, free, or immediate); yet immediate actions are considered swift, which means you only get one, and they carry over into your character's next turn (he loses his swift action for the upcoming round), so you have more record keeping and fewer swift actions (which this system uses heavily). </p><p></p><p>The more I think about it, I wonder if allowing characters one swift action (taken during their character's turn) and one immediate action (taken during another's turn) would be the solution. It - at most - doubles the number of actions a character can take, but only if the character is using tokens to react to what others are doing. It still places a limit on what a character can do in his round, so characters don't burn their entire token pool in the first round (which isn't a good idea anyway - a few in reserve can be a lifesaver). And we don't have to remember which characters used an immediate action earlier (which might be 10-15 minutes of real time in complex battles). Might be worth a try.</p><p></p><p>As for spellcasters, getting off lots of spells hasn't been a problem for us. The problem is that after a few (3-4) rounds, they tend to run out of tokens and begin spending actions recovering them. Kind of boring for the player, but it allows the other characters to shine, which is (IMO) a good thing. And - theoretically <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> - it should discourage casters from blowing their wad as quickly as possible when a combat starts.</p><p></p><p>5. The strongest resistance we've run into when testing these rules is that players are used to a bit of extra record keeping when playing spellcasters, but not other classes. So while tokens are seen as a simplification of the spellcasting rules, they're seen as a complication of the normal combat rules. Fighters just run up and hit things, they don't worry about balancing token pools, Spent vs. Held, immediate actions to boost their saves, etc. Tokens add considerable flexibility to all characters, but players have to get used to using them for non-spellcasters. Obviously, anything that can streamline their use for the fighters and rogues will help, but I'm not sure what. Ultimately, if a group doesn't like using tokens for non-spellcasters, then they should just use the spellcasting token rules and ignore the rest, but I'd really like to make them attractive for all players. </p><p></p><p>6. Yep, I think that's why my group hasn't had too many problems with this. All players tend to latch onto a handful of spells, that become their favorites. But a GM can set up situations where they have to think outside the box. In one encounter with an skeletal bombadier beetle the sorcerer led off with turn undead. He quickly realized that another creature was healing the beetle. The party switched tactics, using ranged weapons and <em>magic missile</em> spells to kill the supporting creature, then took out the beetle. In another encounter, the spellcaster couldn't use burning hands to good effect because the opponents spread out among the party members (of course, this helped the party, as it kept the opponents from ganging up on just one or two PC's, so just the threat of the spell helped). In yet another, the BBEG had <em>shield</em> up, so <em>magic missile</em> spells were useless. In every case, the player came up with other ways for his character to contribute.</p></blockquote><p></p>
[QUOTE="Croesus, post: 3429684, member: 35019"] 1. Yep, we avoided adding a stat bonus intentionally. Given how small the pools are, giving some characters a bonus will lead to imbalances. Also, what stat should be used? For spellcasters, we use Cha, which means an average of +3 to +6 to the pool, depending on how high the stat. But would we use a different stat for other classes? If we do, then how do we handle multiclassing? If not, other characters have to make Cha a good stat to stay even. In the end, we found it was easier to balance if we left out a stat mod. 3. Related to adding tokens based on a stat mod, if a group is using the normal feat rules (1 per 3 levels), I think kicking up the token pools by one at all levels would be good idea. We want characters to have to make choices when using tokens, but not be starved for them. 2. I have several problems with the current WOTC rules on actions: immediate actions are the only defined action type that can be taken during another's turn (AoO's aren't defined as swift, free, or immediate); yet immediate actions are considered swift, which means you only get one, and they carry over into your character's next turn (he loses his swift action for the upcoming round), so you have more record keeping and fewer swift actions (which this system uses heavily). The more I think about it, I wonder if allowing characters one swift action (taken during their character's turn) and one immediate action (taken during another's turn) would be the solution. It - at most - doubles the number of actions a character can take, but only if the character is using tokens to react to what others are doing. It still places a limit on what a character can do in his round, so characters don't burn their entire token pool in the first round (which isn't a good idea anyway - a few in reserve can be a lifesaver). And we don't have to remember which characters used an immediate action earlier (which might be 10-15 minutes of real time in complex battles). Might be worth a try. As for spellcasters, getting off lots of spells hasn't been a problem for us. The problem is that after a few (3-4) rounds, they tend to run out of tokens and begin spending actions recovering them. Kind of boring for the player, but it allows the other characters to shine, which is (IMO) a good thing. And - theoretically ;) - it should discourage casters from blowing their wad as quickly as possible when a combat starts. 5. The strongest resistance we've run into when testing these rules is that players are used to a bit of extra record keeping when playing spellcasters, but not other classes. So while tokens are seen as a simplification of the spellcasting rules, they're seen as a complication of the normal combat rules. Fighters just run up and hit things, they don't worry about balancing token pools, Spent vs. Held, immediate actions to boost their saves, etc. Tokens add considerable flexibility to all characters, but players have to get used to using them for non-spellcasters. Obviously, anything that can streamline their use for the fighters and rogues will help, but I'm not sure what. Ultimately, if a group doesn't like using tokens for non-spellcasters, then they should just use the spellcasting token rules and ignore the rest, but I'd really like to make them attractive for all players. 6. Yep, I think that's why my group hasn't had too many problems with this. All players tend to latch onto a handful of spells, that become their favorites. But a GM can set up situations where they have to think outside the box. In one encounter with an skeletal bombadier beetle the sorcerer led off with turn undead. He quickly realized that another creature was healing the beetle. The party switched tactics, using ranged weapons and [i]magic missile[/i] spells to kill the supporting creature, then took out the beetle. In another encounter, the spellcaster couldn't use burning hands to good effect because the opponents spread out among the party members (of course, this helped the party, as it kept the opponents from ganging up on just one or two PC's, so just the threat of the spell helped). In yet another, the BBEG had [i]shield[/i] up, so [i]magic missile[/i] spells were useless. In every case, the player came up with other ways for his character to contribute. [/QUOTE]
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