Thanks for the preview and opportunity to give feedback! There's some great stuff here, especially having INT finally do something.
IMHO we have to consider the huuuuge ecosystem of existing tokens that were designed to make sense under the old rules. Fortunately there are only a handful of current tokens which interact directly with INT, WIS, and CHA, so my concern is mostly Regarding #1...
Jeff Martin wrote:
1) Dexterity will now be treated like Strength is for both to hit and damage with MISSILE attacks (not Ranged).
We have exactly one brand new weapon that currently behaves this way:
tokendb.com/token/acherins-biting-bow/
During token dev, we were so worried about that special bonus getting out of hand that we capped it at +10 AND made the weapon non-magical, and it's still fantastically good.
DEX is already the "most special" stat in coaching because it modifies 3 numbers on the party card: AC, Reflex, and ranged to-hit. The only reason this works out from a design balance standpoint is that it does *not* boost damage, and so an effective missile build needs to devote some slots to +hit tokens and other slots to +dmg tokens with very little overlap between the two. With this proposed rule change, there will suddenly be a TON of overlap between the two.
tokendb.com/stat-bonus/dexterity/
lists almost 100 existing tokens that boost DEX, sometimes in very large increments. Once your build has enough HP and Fortitude for basic survival, missile builds will be looking to slot DEX almost everywhere else, except where there are already +dmg tokens that give an even better return (e.g. Muk's).
As a small concrete example, why would anyone consider equipping Goggles of the Deadshot & Charm of Biting (+3 hit, +2 damage) anymore when you could instead fill the same slots with Lenses of the Fae & Greater Quicksilver Charm (+2/3 hit, +2/3 damage, +2/3 AC, +2/3 Reflex, and 100% vs incorporeal)? With DEX granting +dmg, the comparison is not even close.
STR builds already get both +hit and +dmg from the same tokens, but that's all; if they want saves or AC, those have to come from different slots. I suspect the proposed quadruple-dipping rule would tempt a fair number of melee builds to switch to missile, considering the fact that missile attack mode also avoids the melee downsides of monster retribution, flying monsters, etc. But above and beyond that, we have years of token design history during which we have generally been very careful about granting large STR bonuses for
precisely this reason, and have not needed to be similarly careful about granting large DEX bonuses.
"Check it out; I get +1 hit *and* +1 damage in my torso slot now!" -- melee builds wearing Death Knight Mail
"Hold my beer." -- missile builds wearing Moonhide Robe
"DEX is all you need." -- John Lennon playing TD next year
I don't think anybody wants to see a massive wave of token errata rewriting history for the sake of this rule change, so if we do it we're just going to have to deal with the pain. My question: what's the upside? What problem is Change #1 intended to solve?
Unless there's a fairly compelling motivation I am not seeing, I would be inclined to suggest leaving missile attack as is and just moving forward with the other changes (which I think are within tweaking distance of reasonable).