I've come to the conclusion that I really hate tokens.
It's not that they are difficult to use. They are in fact extremely easy to use. In our game, it takes slightly less time to flip a token over as bloodied or to put on or take off our different colored soda bottle rings for conditions on/off a token than on/off a miniature.
The problem is in identification.
Most same sized tokens look pretty much the same to me. Yes, the colors are somewhat a bit different and the faces painted on them are different if looked at closely, but when I am playing the game, they all mostly just blur together as a bunch of homogeneous foes.
Because of this, I find myself making tactical mistakes during combats because my mind doesn't process token #1 as the foe that we've discovered that has threatening reach or token #4 as the foe that has an aura.
Token numbers or picture colors just don't equate to NPC characteristics in my mind.
Granted, the DM can interrupt the encounter to remind the players of certain features of certain NPCs, but that's less desirable than the player having a good grasp of which monsters are which. The DM interrupting the player to remind him of certain monster features can mean that the game slows down because instead of being prepared for the actions of his turn, the player might have to shift gears on which movement and actions that he was planning to do.
When we use representative miniatures such as skeletal undead being skeletal miniatures, wraith-like undead using ghostly type miniatures, humanoid monsters with weapons using monster miniatures with weapons, humanoid non-monsters with weapons using human-like miniatures with weapons and armor, a foe with a reach weapon attack using a spear or polearm miniature, dragon-like foes using reptillian miniatures with wings, etc., then I have a much stronger mental connection to what my PC is fighting.
Miniatures are not perfect in this regard, but for me, they work a whole lot better than tokens.
And miniatures are much cooler looking which makes the entire experience much cooler.
It's not that they are difficult to use. They are in fact extremely easy to use. In our game, it takes slightly less time to flip a token over as bloodied or to put on or take off our different colored soda bottle rings for conditions on/off a token than on/off a miniature.
The problem is in identification.
Most same sized tokens look pretty much the same to me. Yes, the colors are somewhat a bit different and the faces painted on them are different if looked at closely, but when I am playing the game, they all mostly just blur together as a bunch of homogeneous foes.
Because of this, I find myself making tactical mistakes during combats because my mind doesn't process token #1 as the foe that we've discovered that has threatening reach or token #4 as the foe that has an aura.
Token numbers or picture colors just don't equate to NPC characteristics in my mind.
Granted, the DM can interrupt the encounter to remind the players of certain features of certain NPCs, but that's less desirable than the player having a good grasp of which monsters are which. The DM interrupting the player to remind him of certain monster features can mean that the game slows down because instead of being prepared for the actions of his turn, the player might have to shift gears on which movement and actions that he was planning to do.
When we use representative miniatures such as skeletal undead being skeletal miniatures, wraith-like undead using ghostly type miniatures, humanoid monsters with weapons using monster miniatures with weapons, humanoid non-monsters with weapons using human-like miniatures with weapons and armor, a foe with a reach weapon attack using a spear or polearm miniature, dragon-like foes using reptillian miniatures with wings, etc., then I have a much stronger mental connection to what my PC is fighting.
Miniatures are not perfect in this regard, but for me, they work a whole lot better than tokens.
And miniatures are much cooler looking which makes the entire experience much cooler.
