Matthew Hayward wrote: What do you mean by "way out of bounds"?
This token gives you a shot to do ranged damage bonus + 6.66 on a slide of 15+.
By what criteria do you find this to be substantially more powerful than say, a free melee attack with melee damage bonuses (which easily climb into the 20s) on an initiative roll of 19+? Or +3 damage to all melee attacks in the melee off hand? Or +6 damage on a secondary ranged hit with Charm of Shadow Shot?
Why are none of these comparisons UR ranged weapons or the same effect category (ranged to-hit)?
All of these tokens provide different additional bonuses while occupying other slots, and I do not see these as equivalent arguments.
But here are my thoughts:
- a free melee attack with melee damage bonuses (which easily climb into the 20s) on an initiative roll of 19+
- This token does not exist yet, likely burns more time than it is worth, triggers on average 1 out of 10 combats and I do not like it. I don't know how to compare this charm to an Ultra Rare ranged weapon.
- +3 damage to all melee attacks in the melee off hand
- There is already precedence for it on rare tokens (
Brawler’s Mug (Rare)
), and it takes up the offhand slot which blocks the usage of shields (where applicable). I like this token because I think Druids, Rogue, Bards, and technically Wizards got screwed out of the +2 strength set bonus of the redoubt set that allows 2-handed weapon classes to equip the redoubt set with the shield in the ranged offhand slot for +2 strength and +5 hp (offhand shield cheese). I also compare this to
Orb of Might
and, by removing the the 1/3 of a level boost (might set) and ability to use as a weapon for monks and rangers, the melee damage boost can reasonably be increased.
- +6 damage on a secondary ranged hit with Charm of Shadow Shot
- Why are we comparing a charm that can also be used with this crossbow on rangers? You can use both.
Matthew Hayward wrote: For this token to be the one you want, two things have to come together:
A. Your ranged to-hit vs. Monster AC must require more than 16+
More than 16+ [to hit]? I'm reading the token as 15 or higher.
Here are the average monster AC's for 2015-2017:
Normal: 17.86 AC
Hardcore: 21.61 AC
Nightmare: 26.75 AC
On average, requiring more than 15 to hit appears to be the case for every difficulty. Case A always applies. Much more relevant at higher difficulties.
Matthew Hayward wrote: B. Either your melee to-hit is even worse,
Many spellcaster druids, wizards, and bards would fit this criteria.
Matthew Hayward wrote: or the monster is immune to melee,
It's happened once or twice (Shadow Fae -- Moongate Maze 2017). I would also argue any flying enemy (could alternatively use leaping attack potions) and enemies on higher platforms would also likely fit this criteria, so add at least 2 more from year 2018.
Matthew Hayward wrote: or your melee damage bonus is less than your ranged damage bonus.
I would argue that BOTH of these being true at the same time is very unlikely - either you've built around melee in which case you want to be doing melee, or you've built around ranged, in which case your ranged to-hit is going to be better than 15+ anyway.
And I would argue that BOTH of these being true at the same time is very likely and has happened on multiple occasions in the dungeons in the past few years.
Matthew Hayward wrote: This token seems mostly useful when you've built around melee and the monster is immune to melee.
Yes, and my argument is that it is WAY too useful when this occurs.
Matthew Hayward wrote:
When tokens are printed in the future that adds to ranged damage, this token would become even more ridiculous. I do not want this token's existence to be a reason to not print bonus ranged damage tokens.
Bracers of Archery
is what would be used;
Bracers of Supreme Archery
only additionally adds +2 to hit which would not benefit this token.
Of course bracers of Supreme Archery benefit this token! This token doesn't say "Only ever hit on a 15+" - it says "always hit on a 15+". If your to-hit number is less than 15 (as it could be with things like Bracers of Supreme Archery) you get all the benefit.
Are you interpreting that this crossbow would set the to-hit at 15 and the
Sniper Spectacles
and
Bracers of Supreme Archery
would further improve it to automatically hit on 10 and above on any difficulty?! With just 3 Ultra Rares?!
Thankfully, I am fairly confident that this is not the case as it would be impossible to write on the party card and I don't see a player telling a DM "I have X and X so I actually hit on 10's."
I interpret additional bonus to-hit to affect the base to-hit and the only scenario where gains would be seen would be where the player +to hit climbs higher than the unique property of the crossbow. And yeah, I expect the player would be using a relic or legendary bow or throwing hammer at that point, but not a different Ultra Rare.
Some quick math:
At hardcore (~22 AC)
With the +5 to hit from having 20 dex, A
Thor's would hit on a 12 and above. An
Io's would hit on a 13 and above. A
+2 Keen Longbow would hit on a 15 and above if you had 20 dex, and you would not need that 20 dex or ranged to-hit for this crossbow to hit on 15 and above.
At nightmare (27 AC)
Similar setups,
Thor's would hit on a 17 and above. An
Io's would hit on a 18 and above. A
+2 Keen Longbow would only hit on a 20 (and I think all attacks hit on 20), while this crossbow would be just dandy on hitting on a 15 and above.
For the
+2 Keen Longbow to get to the same level, you would need to increase dex to
30, or find additional range to-hit tokens like
Sniper Spectacles and
Bracers of Supreme Archery.
My main point, is that on nightmare difficulty,
the crossbow would have the power equivalent to 3 Ultra Rare tokens.
I am happy we agree in the rest of your post. I went on a bit of a rant there, and apologize if I got carried away. As you can tell, I feel strongly about tokens.