Kamikaze Midget said:
The biggest complication I can see so far is that "encounter" is kind of an artificial construct. It doesn't happen naturally in the story of a game. When does an encounter begin, when does it end? The lines are not rigid, and they are not for a reason, from what I can see -- mostly, that saying "ROUND ONE! FIGHT!" before every initiative roll seems quite metagame. And from a world-logic perspective building up these "danger points" in the form of tokens seems spurious...suddenly, now that I am facing evil, I can find this power I had, while before, I could not!
Encounter is not an "artificial concept." It is the moment at which the PCs "encounter" something with which they have to interact. In other words, they run into an enemy, in a location, and have to engage it. Assuming they choose to fight it, the use of tokens works as follows (using a party with characters where I MOSTLY understand from previews how their tokens work).
A Hunter, Executioner, Archer and Berzerker (all 5th level) are traveling through a forest. About half way through, they run into a party of 6 bandits (Men-at-arms) wearing studded leather and wielding longbows and shortswords. Everyone is aware, so there's no surprise. Combat begins...
The archer holds back, pulling his bow and taking aim at one of the bandits. The hunter pulls his weapons, immediately assessing the battlefield. The berzerker screams out a battlecry and charges headlong into the fray. The executioner hangs back, taking the measure of one of the bandits and searching for a weakness. The hunter notices a gap in the armor of the bandit nearest the executioner, which he calls out to his ally, who immediately shoves a dagger in the gap for full damage dropping his foe. The bandits hang back and pick their targets - three ganging up on the berzerker as the others spread out. The hunter notices some unstable ground nearby, and also takes the measure of the bandit leader. The bandits make their attacks, the archer deftly sidesteps, and the bandit leader stumbles over a root, his strike agains the hunter going wide. The executioner's foe is down, but two of those fighting the berzerker land their blows...opening red gashes across his chest and along one leg.
Second round: The berzerker unleashes the fury of his rage, smashing one foe with his greataxe and dropping him to the ground, then follows through, taking another in the leg as he turns with a menacing glint in his eye. The archer looses the arrow he nocked last round and it pierces his opponent in the eye and lays him low. Having taken the measure of his foe, the hunter slips a sword past his defenses, leaving a red gash across his chest. The executioner polishes off the hunter's foe with a well-placed sword in his back. The two bandits still standing think better of this ambush and split.
The token gathering moves are:
Tactical tokens (Hunter gets some per encounter - at 5th level, this character gets 3).
Hunter's Eye (Hunter gets 1 for a move action studying the battlefield).
Aiming (archer gets tokens for taking aim at foes - 4 in this case)
Damage (one way Berzerkers get fury tokens is by taking damage - not sure how much).
Studying (Executioners get tokens for studying their foes - again amount unclear).
The token spending moves are:
Tactical token conversion - Hunters can give tokens away to their allies - in this case the executioner, who I assume uses 2 to bypass his foe's armor with a lethal blow (probably also getting sneak attack damage).
Armor-piercing deadly shot by the archer (bypass DR 2 (2 tokens) add Dex bonus to dmg (2 tokens).)
Terrain Advantage - Hunter spends 1 token to gain a +1 to his defense from terrain-based cover (the rock).
Assess Opponent - Hunter spends 1 token to take the measure of his foe, getting +1 to AC and +1 to attacks (which he uses in round 2).
Fury - Berzerkers spend tokens to unleash their rage. I would imagine this is similar to barb rage with tokens replacing the times/day limitation. He should be able to spend some on a power attack and others to increase his intimidate check.
Armor-piercing deadly shot by the archer (bypass DR 2 (2 tokens) add Dex bonus to dmg (2 tokens).)
The executioner doesn't need to spend tokens to use his sneak attack ability.
Obviously, this is a really short combat, but I wanted to give people an idea of the "realism" side of token accumulation.