Proficiency! Yes! "Proficiency" versus "Power": with Proficiency, there's no way to get confused and think you're "trading to receive superpowers." "Proficiency" versus "Talent": both communicate a similar idea of "you are powerful." Maybe this would work, then, to communicate "you are proficient, and you've earned a bunch of tokens, so go and trade these tokens for cool stuff." But with that in mind . . . what about "Talent tokens"?
As someone who hasn't played the game yet, I didn't know what talents were. But this video clears it up nicely. Maybe you can have a question mark beside the end of the talents / power tokens row that links to the video. I see why the name was changed, but it's too bad it was because it was simple and downright catchy.
I think proficiency is a great word to use, as it is now we focus on a specific area (slot like weapon or shield or skill) while trading it off for using lower proficiency items in other slots. When a user would first get their proficiency point/token/thing ideally they would view this as "Do I want this character to be more proficient in blocking/healing/armour/weapons/movement etc.
Right off the top of my head....Neverwinter Nights used an item value restriction system per item slot. While not token based, it uses a similar concept to control resource access.
. . . Based on a "resource" that you gained as you went up in level? I ask because I don't remember. If it's in any way similar to the system in Card Hunter, then Blue Manchu could use similar terminology.
Would value pips help ? Say, 1 x clear = 100 gc/value/whatever currency and 1 x bronze = 200 ...so 8 x clear pips = 800 ...4 x clear + 4 x bronze = 400 + 800 = 1200 So as you lvl up, you get more value pips that allows one to equip better items ? blah blah blah ? And an item with 1 x clear + 1 x bronze = 100 + 200 = 300 worth and so on and forth ?
So, these things formerly known as talents are actually part of your experience and levelling, maybe calling them (any of) experience chits/tokens/badges/gems/medals would make sense? At least it would make it more obvious as to how they're obtained without adding more terminology for players to keep track of. Also, as I suggested earlier in beta for all equipment slots to be shown, but locked with a level notification - I had a similar feedback system in mind for these experience thingamajigs. Have them be visible but locked (in the area where they pop when attained) with level notifications would make people more aware of what the heck those things are if they don't pay that singular Gary pop up any mind. Also, using available points shouldn't remove them from pool as now, just mark them somehow - cross them over, mount them in a gilded setting et c. I'm sure you can come up with something! This way I'd even say you could go back to the old look without causing too much confusion - as the symbols are visible early on.
I'm sorry, I didn't follow you. Suddenly the conversation is about money and I don't know why. . . . Wait. Are you saying that Neverwinter Nights' system was to limit the GOLD value of your gear? Okay, then my same question applies: did this gold limit increase as your level increased? If so, it's getting closer to the Card Hunter system, but of course power tokens aren't as "additive" as gold is (you can't "add" low-power ones to create high-power ones).
That's correct and yes. The gold limit increased as the lvl increases. Otherwise, nobody would play the game... We can ignore the number and just pass it off as value tokens. Higher lvl gives higher value tokens. I feel its easier for players to relate to...since the items themselves are denoted accordingly as well (no need to re-invent the wheel). The whole talents/power/proficiency/mastery angle is needlessly character-centric, imho. Well, I don't really like the old look...pips flying around and confusing starburst animations upon levelling. I still prefer my earlier visual suggestion, old-fashioned, simple, intuitive.