Why I Hate Tokens


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I'd prefer to use minis whenever possible, but minis present a storage and transportation issue that tokens do not, not to mention the difference in cost and availability. Tokens also have the advantage that they often come numbered, so you can clearly note which minion is which.
 

There's still several big miniatures companies out there, if you prefer minis. Reaper does some great work.

Yes, reaper minis are awesome, and they make probably the best metal ones you can find. Most of these work for specific characters though, not monsters en masse. Their plastic ones are also really awesome, and you can by a 3pack of goblins for about as much as a metal mini, but the issue is that there aren't a wide variety of them. Goblins and Skeletons and Orcs can only go so far...
 

Main problem is showing which tokens are prone.

I tend to mix it up. The PCs invariably use minis, so I'll use tokens or minis depending on the situation. Tokens make it easy to identify monsters vs PCs ... which in the drop in style of Encounters or Game days makes it much easier on everyone.
Here's an idea that may solve prone issue for tokens:

I always have a variety of different coloured plastecine at the table to mark whatever maybe needed at the time (area of spreading flames, marks, etc)

You could stick a glump of plastecine down on the tokens square and then stick the edge of the token in it so it stands upright. Voila! Prone token! :)
 

I prefer my minis over my tokens, for sure. I bought enough of hte D&D minis to have a nice variety, but rarely do minis actually represent the monster they should. I don't have near enough for that. With MV tokens, I can come a lot closer, but my group is used to remembering what mini is what monster.

Not sure what I would buy if I had neither of them right now, and was just stating out, but it would probably be minis.
 

I'd prefer to use minis whenever possible, but minis present a storage and transportation issue that tokens do not, not to mention the difference in cost and availability. Tokens also have the advantage that they often come numbered, so you can clearly note which minion is which.
Me too. I prefer minis. But I have a wife who only barely tolerates my desire to accumulate more and more minis.

To be honest, I have loads and loads of the cheapest ones and can't really justify the cost of the more expensive ones, although I'd love to get my hands on them if I thought they were reasonably priced (which for me means the same price as the cheap ones).

I got my first tokens with the Monsters Vault and I like them. They flesh out my collection quite well, getting me some of what would be rarer and more expensive minis like giants, beholders etc etc and the smaller ones make great little minions.

If I can I always use minis. But when I have none that match I think its fine to fall back on tokens.
 

I prefer the tokens. Cheaper, brighter, easier, faster, even more customizable. Better than minis on all counts.

They have their own problems. IDing the token can be solved by someone doing some decent token design. They don't last as long. And they're not a hobbyists' thing: not exactly collectible, not exactly something you can spend time with, not exactly something that looks awesome standing on your shelf.

Of course, my ultimate preference is for a D&D that doesn't do grid-based combat at all. No tokens, no minis, unless you particularly want them I guess.
 

On "IDing": Fiery Dragon's counters come with the creature's name on the border of the bloodied side, and each monster counter has a circle so you can number them.
 

When making Fiery Dragon counters, I try my best to make each counter easily identifiable, since each separate stat block in the MMs has its own counter. And I also try to add hints to a creature's ability into the image (so a creature with lightning powers has a lightning crackle somewhere, etc).

Having used both your counters and WotC's, I have to agree. Yours are much easier to distinguish at the table. I think it has to do with the white background forming a recognizable silhouette.*

WotC's token art is more dynamic, but when it comes to playability, yours win hands-down.

*There was an interesting blog about the creation of Team Fortress 2 a while ago where they talked about the importance to playability of each character having a distinct silhouette. Wish I could remember the URL...
 

Having used both your counters and WotC's, I have to agree. Yours are much easier to distinguish at the table. I think it has to do with the white background forming a recognizable silhouette.*

WotC's token art is more dynamic, but when it comes to playability, yours win hands-down.

*There was an interesting blog about the creation of Team Fortress 2 a while ago where they talked about the importance to playability of each character having a distinct silhouette. Wish I could remember the URL...
Thanks!

In game design, the first stage of creating a character/race/avatar is to come up with a strong silhouette. In fact, for each concept you make a dozen and pick out the strongest to develop further.
 

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