Awesome thread! I'm glad Jeff started it - there's a lot more ideas about gameplay and treasure balance than merely the removal of the DarkVision token.
I hope people don't mind if I share some of my insights/ideas on the topic. (I've been involved in a local LARP variant called a "DungeonQuest" for over a decade, and have a lot of experience with the way treasure can change a game... in good ways and bad.)
#1: Banned items = Bad
It may make things simpler for the DMs to have fewer complicated items to deal with, but try explaining that to someone who just (hypothetcically) traded away their +1 Dagger for a Potion of Darkvision and discovers that DarkVision is banned on this adventure!
If you want to limit stuff, it's better to Use an Equipment Max (Example: Limit of 10 items per person) and let people decide what's really important to bring.
#2: Self-Explanatory items = Good
While it's tres cool to have lots of wacky magical items floating around, the best items are ones which everyone understands the function of. Examples: +1 weapons make sense to everyone (or anyone who's played D&D at least). The Elixir of Life has its powers explained right on the token. Rope is... well, rope! That's a lot better than a mysterious "Cloak of Displacement" or "Ring of Confusion".
This is even more important in games with multiple DMs.
#3: Magic Bonuses should be used with CAUTION
Because if ya start putting out +2 or +3 weapons, sooner or later you will run across a group who is completely decked out with every single member AC'd to their max, and dealing tons of damage, and the adventure just isn't a challenge for them... and then you're faced with the conundrum of how to make it more challenging (Ultra-Hardcore?)
It's better to make people choose between multiple cool items, than make "improved" version of items. Example: Do I wear the Bracers of Defense? Or the Bracers of Archery? Or the Bracers of Strength?
#4: Items don't need in-game effects to be Cool.
Some of the most popular items our games have seen were mere collector's items, like the "Boots of Coolness" or the "Fashionable Headgear" - absolutely no value, so they don't unbalance the game... and yet people love to have 'em to show off.
These items are best given out as rewards, though... like something you might find in a hidden alcove, or take from a fallen enemy. I suspect that people would be very disappointed to find "Sparkly Ring" as a Very Rare token in their bag, when they could have had "Gauntlets of Ogre Power"... but give that same ring out as a reward for solving HardCore Dungeon, and people will show it off like it's made of solid gold.
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All that said, here's my suggestions for the next run of tokens...
- I agree that exchanging Darkvision for another token-already-in-print is probably best. So far, chainmail seems the best choice to me.
- More cool items specific to character classes. Make 'em things that don't need to be tracked through the dungeon, though (Ring of Wizardry as suggested earlier is awesome, but a challenge to enforce. Mage Robes (for AC) would be a better choice. I also love the Holy Symbol and the Ranger Bow!! )
- Think carefully about what token (if any) to give out for groups that survive the HardCore Dungeon. Personally, I'd LOVE to see a +2 weapon! But equally, I'd HATE to be in a vicious arguement with party members about who gets to keep it. Even if the weapon is best suited to the fighter in the group, it doesn't mean the fighter should get it... what if I wanna be the fighter next adventure. What if his friend wants to trade it on the forums for something cool? What if...? I see a lot of bad blood potentially arising out of this... enough to turn a cool 2 hour game into a bad weekend for everyone. Unless, of course, you give out that special item (or a choice from several items?!?) to EVERYONE who survived.
- For future years, make more cool tokens, so us addicts can fill TD's coffers in our pursuit of those new Very Rares! But make 'em versions of stuff thats already out there... like new cloaks, or different bracers, or more boots, so people have to think carefully about choices instead of saying "one of those and one of those and one of those... now what will I wear on my left thumb?"
- Keep being a Token Geek, Jeff! We love ya!