BlackMoria said:
Our group's experience is that tokens don't add complexity to combat. Using tokens is no different that keeping track of modifers in a standard game. Someone casts bull strength the fighter, the cleric casts bless and divine favor on people, the bard sings a inspirational song....etc. In a typical combat, people are already keeping track of modifiers.
Ok, it just seemed to me to be too flexible. IIRC from the IH previews, you gain tokens by spending actions or rounds "doing nothing", meaning for instance that the Archer spends a certain amount of actions effectively standing where he is and taking aim at the target, and receives a certain amount of tokens to spend in the next attack for bonuses, or something like that.
I am not afraid of the bookkeeping of this, but rather of the fact that every round players would be spend too much time thinking if they should make two attacks as a full attack or instead one attack and using the move action to get a token, or maybe skip this round and get 3 tokens, or maybe wait another round... The idea itself is nice, but I was afraid that it could just go overboard with options. Of course, you don't
have to use those options, but it feels like you're not ever using a class feature.
BlackMoria said:
Tokens is only one aspect of IH combat....an aspect that too many people think it the heart of the IH combat system. It is not. There is far more to the combat subsystem than that.
Fine

I thought that tokens had become the dearest idea to the developers and they might have made it too central to the book, but I'm glad it's not.
BlackMoria said:
First up, you can use core classes and IH classes together (our group is doing so in our online campaign). The IH classes is balanced to the core classes as long as you take into account that the IH classes assume little to no magic items and that magic is more rare than the default core setting assumes. If you go this route, you are going to have a watch the balance of the IH characters because the default assumption is that IH characters have little access to magic. Therefore, if the IH character are kitted out in the same fashion as the core characters for magic items, the IH character will be better than the core characters.
I think Monte or Mike explained that an IH class
without magic equipment is equal to a PHB class
with magic equipment, so the problem is that you must tell your players of IH classes that they should not use magic items.
What I would like from IH however is a different thing: if I want to use the PHB classes alongside the IH classes but I don't want even them to have magic items, how do I compensate them? I think I've seen mentioned that IH deals with this topic.
BlackMoria said:
Secondly, core and IH rules handle DR differently. Monsters and characters alike. If you are going to have both core and IH characters in your game, you are going to have to make some decisions in that regard.
IIRC IH uses armor as DR but it is random, such as 1d4 for a chain shirt (which still retains a certain AC bonus). This is a much better idea than a flat DR which renders some attacks useless.
BlackMoria said:
Thirdly, the IH assumption is that magic is rare which means magical healing is very uncommon. IH rules account for this. You will need to make decisions on this as well.
Variant fast natural healing rules?
BlackMoria said:
Someone asked about using the core monsters with IH. Monster conversion will be minimal (about 90-95% of monsters in the core book can be used 'as is' in a IH campaign) but some monsters may require conversion.
Again IIRC there was a foundation assumption in the development of IH: that all monsters from any 3ed books should have the same CR when facing IH PCs. This was the key idea to make IH compatible to any adventure or setting already published, and not a standalone game.