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Switch to Forum Live View Legends and Lore: Bounded Acuracy
13 months ago  ::  Jun 07, 2012 - 2:19AM #571
Polaris
Date Joined: Jun 17, 2003
Posts: 6,295

Jun 7, 2012 -- 1:31AM, edwin_su wrote:

I think they want to go to a system where a high level character surpasses mortal men becouse of the awsome abilities he has.
not becouse his to hit bonus just happens to be 5 points higer.




You are SO missing the point.  The POINT is that from CHAINMAIL, high level characters in DnD were special and could do things that mere mortals (and lower level characters) couldn't even attempt just because they were that good....as measured in character level.  This is WHY level was introduced at all.  An extra +5 to hit is the smallest part of what makes a high level wizard special in early editions but it IS a part...it means that a high level wizard can actually fight a veteran soldier on equal terms AND cast magic...completely intentional.  High level wizards were that special (high level anyone was supposed to be that special).


Bonded accuracy IMHO betrays the very soul of what it means to be DND.  We may discuss how much and to what degree high level characters should scale, but they SHOULD scale and they SHOULD scale on the most fundamental levels for their class (i.e. the ability to hit, ability to defend themselves, and the ability to perform as their class should including skills associated with that class) and ultimately to be true to DND, a high level character should laugh at things that would be impossible for mere mortals.


-Polaris   

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13 months ago  ::  Jun 07, 2012 - 3:43AM #572
Orzel
Date Joined: Aug 22, 2007
Posts: 3,235
Bounded Accuracy or not.

Someone in WOTC has to describe an epic D&D adventure so we can finally see it, see if we agree with it, and see if we like it. A big issue is the massive hole of how higher and epic level is designed to look like. Everyone has different views of what a level 15 fighter, wizard, rogue, and cleric does.
Orzel, Halfelven son of Zel, Mystic Ranger, Bane to Dragons, Death to Undeath, Killer of Abyssals, King of the Wilds.

Constitution Based Class for Next!
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13 months ago  ::  Jun 07, 2012 - 3:58AM #573
Axiomatic_Badger
Date Joined: Sep 26, 2006
Posts: 308
Okay, I'm not even going to pretend to have read this whole thread, so I appologise if these points have already come up, but I didn't see them.

Firstly, for rules it's easier to add than remove; moving from realistic to heroic is easier than the alternative, and could well be a distinct module.

Secondly, and much more importantly, we need to remember that scaling isn't the only way to have progression.
Obvious examples would be a feat that grants advantage on specific checks, or increasing the amount of dice rolled for checks per tier. Such characters wouldn't be "better" per se, but have more chances to succeed.
The ability to take 10/15/20 X times per day would also work, if be a tad clunky.
You will fear my Laser Face!
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13 months ago  ::  Jun 07, 2012 - 6:21AM #574
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,250

Jun 6, 2012 -- 8:26PM, Mettrognome wrote:


For those who don’t want to read the entire post I’ll summarize here:



I like the idea of bounded accuracy when it is applied to skill checks. I also like the idea of constraining the bonuses that apply to the attack roll. However, I strongly believe that the current bounding accuracy concept as applied to attack rolls is trying to fix the problem of compounding “to hit” bonuses from entirely the wrong direction. Class (slightly) and level should be the ONLY static bonuses that add to the attack roll. Tactical choices a character makes during the fight should also play a part (advantage/disadvantage works well here). Attribute bonuses, magic weapon and other gear bonuses, and feat bonuses should apply their effects to the damage roll or with the conditions they apply and have no effect on the attack roll. Individual character selections should not increase or decrease a player’s chances of successfully hitting relative to another player of equal level.


 


Below is the long version in support of my point above:



What does level represent? It represents experience and growth. It has also been the core of core concepts of character advancement since D&D was written. It is generally the first question out of the gate when a conversation about characters or adventures begins because it provides an instant frame of reference. “My character is a 10th level mage”, “My character is a 5th level rogue”, “This adventure is for 4-6 characters of levels 10 to 13…”. Provided this information, one can make an educated guess to the relative power level, accomplishments, and adventure threat the character has experienced to that point. It is a simple, elegant expression of a character’s advancement through the game. Players should be rewarded when advancing a level with a mechanic that clearly shows the difference between where they were and where they are. More hit points and damage doesn’t feel substantial enough. There is also a sense of in game accomplishment when characters reach a point where they can dismiss different subsets of encounters as beneath their power level. It helps players feel as if their characters have advanced from where they began. 



What is the attack roll? At its most basic level, the attack roll is a roll “to participate”. Success indicates that your character gets to impact the combat. Saving throws are similar; they are just flipped attack rolls with the onus being on the target to resist rather than the attacker to hit. In either form though, the roll determines whether your character gets to do something in a particular round. Characters of equal level should have an equal chance to participate in combat.



In the more recent versions of the game and other spin-offs this is not the situation. A character’s chance of success is influenced by attribute choices, gear, and feat/power selection. Often the attack roll is heavily influenced by these three factors and it is a situation that grows as more material becomes available. This leads to specific combinations of choices that provide the best chance for participation and ends up making players choose from a limited set of options or limit their chances of success. If you plan to remove the static effect of a character’s advancement from impacting the attack roll, you are placing even more emphasis on these factors. Choosing an optimal selection of attributes, gear, and feats has an even greater impact. Instead, individual character selections should not increase or decrease a player’s chance to participate relative to another player. The impact and effect of what that character does when the attack roll is successful should be the focus of these choices.



So the goal should be to provide players a sense of advancement while removing the impact specific character choices have on player participation relative to each other. The best way to do this is to provide attack roll bonuses by level only. Generally, level is the most homogenous characteristic within an adventuring group. There may be differences by a level or two but there are not likely to be a large variance in character levels. There are exceptions. Also, character level is independent of character choice. You don’t choose to be 8th level. Therefore it will not be impacted by the various builds between the participants. If you set a standard 60% chance to hit an equal level creature then all characters of equal level are hitting at a 60% clip, against a monster at level -2 they are all hitting at a 70% clip, etc. You don’t have one character hitting at 80% and another at 40% because the 80% character chose to emphasize strength and the other didn’t. Using the character level only bonus the high strength character will hit harder but doesn’t hit more often.


 




yup

That is not dead which may eternal lie
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13 months ago  ::  Jun 07, 2012 - 6:36AM #575
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,250

Jun 6, 2012 -- 8:33PM, Warrant wrote:

Jun 6, 2012 -- 7:42PM, AbdulAlhazred wrote:

Yet Michael Jordan is INFINITELY better at basketball than random joe off the street.



No, that's not true at all. Any joe off of the street and michael jordan can still shoot the exact same ball from the exact same place on the court into the exact same hoop and make it. Michael jordan has put more points into his basketball skills than joe so he is bound to make more of the shots, but both are attainable by the first level joe and the 20th level jordan. It's not like jordan needs a 15 foot basketball hoop to keep him from dominating.

Jun 6, 2012 -- 7:42PM, AbdulAlhazred wrote:

As for the challenge thing, YES, that is the idea, though as I said you can decide what the scale is. Aside a couple of things like jumping and which doors have what DCs (which you can trivially change in 5 seconds) the scale could be that top level PCs are only challenged by the "uber door" or maybe they're plenty challenged by the rugged steel door of a vault (IE a realistic tone where nobody can bash down a vault door). It is all up to you.

As for me, yes, I want to not have to worry about the mundane and semi-mundane things anymore. The PCs just walk past them and the DM narrates. So what? There's some big interest in perpetually facing the same challenges?




The problem here is that then all of the sudden you have to up the difficulty of the dungeon and it's no longer static. If they go to undermountain at 5th level and the doors are DC difficult for them and described as "wooden" then when they go back at level 25 the doors all of the sudden are just "magically" more difficult, or the DM has to have the dungeon suddenly filled with adamantine doors or have it just be "trivial" even though it shouldn't just be trivial to a set of adventurers (unless you are into super-hero gaming and want to play He-Man or the Hulk or something that ISN'T classic D&D)

That's really what it comes down to. Bounded accuracy ensures that the characters are above average and exceptional but not super-heroic. Consistent increases assumes your characters are becoming super-heroic with feats on par with superman etc.


NOOOO!!!!!! NOOOOOO!!!!!!!!!!! NOOOOOOO!!!!!!!!!!!

Where did this idiotic myth come from!!!??? A wooden door in 4e has a specific DC to overcome, ALWAYS. If the 25th level PCs go into level 5 Undermountain they JUST BASH ALL THE DOORS without any problem. That's the WHOLE POINT!!!! Where is this 'shifting DC' ever described in 4e???!!!! It isn't, because it DOESN'T FREEGIN EXIST! You're railing against some bizarro-world strawman system that is not the system we're even talking about. Please open your 4e DMG to page 64, READ IT! Gaaahhhh...

And yes, level 5 Undermountain IS TRIVIAL for 25th level PCs. That's why it is level 5 Undermountain and not level 25 Undermountain. The real question is why would the PCs even be wandering around in a level 5 dungeon when they are epic tier characters? If the players really seriously want to just rove around bashing doors automatically and ganking whole encounters in one round with no danger, and collecting treasures so small they're meaningless to them, well, that's between the players and the DM. You could do that in any edition and there's no reason why you shouldn't be able to.

And finally I disagree with you about what 25th level PCs are. They are not "above average and exceptional but not super-heroic." A level 25 hero is as powerful as the exarchs of many gods. He is on his way to true immortality (or some other equally weighty destiny). He's the stuff of myth and legend, one of a handful of figures in the whole history of the world that has ever attained that level of power.  He's Hurin standing up to 100 trolls, Hercules doing 10 impossible things before breakfast and then holding up the sky, Cuchulain slaying armies, or Elric summoning up and slaying the very lords of chaos. If you want "above average and exceptional" that's like 3rd level in AD&D. There's nothing wrong with low level gritty campaigns, but there's no need to turn high level play into Ponies and Peasants to have that, it already exists. Exactly what level you stop at is kinda up to you, but there's nothing stopping you from doing it.

Heck, I played in a 1e (maybe it was 2e, I forget) campaign where no PC ever made it past about 7th level. It was great. We played that game for like 2 years. It worked fine, we just used slow advancement and there was a pretty decent rate of character death (it was an evil campaign, you know how it goes).

That is not dead which may eternal lie
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13 months ago  ::  Jun 07, 2012 - 6:39AM #576
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,250

Jun 6, 2012 -- 8:37PM, Warrant wrote:

Jun 6, 2012 -- 8:12PM, Reyemile wrote:


It's lame for my level 20 rogue to drown in a lake, be unable to identify a simple cantrip, and not know what a wolf is.

It's also lame for me to have to manually spend points in swimming,  spellcraft, and knowledge nature every level--both from a bookkeeping perspective, and because those points likely have to come out of my rogue stealth/lockpick/climb skills.

Therefore, it is more fun to assume that by level 20, my character who has killed dragons and stolen from gods can automatically succeed at trivial tasks.




I thinnk this speaks to the reason why discreet skills aren't necessarily included with the game; rather ability scores determine your aptitude to accomplish something. If you've been a rogue in my campaign until level 20, I will probably set an easy DC for you to succeed at swimming or detecting a cantrip due to your life experiences. Game leveling cannot account for all experiences a PC has. The DM and the player actually live the experiences so to speak and so the DM and player can come up with something reasonable.

That way the DM isn't held hostage because you have a Swim rank of -1 and his hands are tied to allow you to drown.


How is that different from say 4e? You've just set a DC that a peasant can pass. It makes no more sense than characters advancing in everything. The only thing it insures is that most challenges will be filled with trivial situations because that's all the PCs can handle is what, swimming across a pond? At 20th level, really?

That is not dead which may eternal lie
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13 months ago  ::  Jun 07, 2012 - 6:56AM #577
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,250

Jun 6, 2012 -- 8:51PM, Warrant wrote:

Jun 6, 2012 -- 8:43PM, Polaris wrote:

Jun 6, 2012 -- 8:33PM, Warrant wrote:

No, that's not true at all. Any joe off of the street and michael jordan can still shoot the exact same ball from the exact same place on the court into the exact same hoop and make it. Michael jordan has put more points into his basketball skills than joe so he is bound to make more of the shots, but both are attainable by the first level joe and the 20th level jordan. It's not like jordan needs a 15 foot basketball hoop to keep him from dominating.





Now I just know that is false.  People like Michael Jordan are prodigies and are inherently better at something than others.  MJ was a blue-chip 'b-baller' from the time he was in high school.  Why do you think North Carolina recruited him.

Given the same training and same age and other factors, MJ will blow pretty much anyone else out of the water.


-Polaris     




Not so much so that he can dunk on 20ft rims and never miss a shot and never have the ball stolen or a shot blocked. He isn't a super-hero, rather he is a talented athlete and there are tons of "peasant" kids that could give him a serious run for his money back in the day. He is still under the rules of bounded accuracy. He always has the same chance of missing, although due to his skills he will have a higher probability of making shots than I would. I would expect anyone whose "class" is professional basketball player to be better at hitting shots than someone whose "class" is engineer.

Just like Ranger should have a better chance to hit a dragon with a bow than farmer. But the disparity shouldn't be on the scale of Hulk vs. Beeker.


Except D&D is FANTASY. It is larger than life. Just look at the types of situations that the game is designed to present. Even in 1e, which is probably the most 'gritty' version of D&D out of the box, what are the PCs expected to do? FIGHT DRAGONS. They fight dragons! A 7th level AD&D fighter is expected to be able to go at it using a sword with a 500 year old 5 ton flying lizard with a breath that can melt steel, and have a serious chance of winning.

It isn't a game of simulating NBA basketball games. In terms of the real world Michael Jordan is 'epic', but in D&D terms he's a 0 level commoner with training in Athletics and a big background bonus for anything to do with basketball. No, it is not REALISTIC that 5th level fighters or 25th level wizards can beat him in a game of basketball. That isn't the point of D&D at all. It isn't built to portray epic heroes interacting with unimportant NPCs.

I'll note that beyond this 4e is exceptionally maleable. You could simply give your 'Michael Jordan' a huge bonus in basketball. The game doesn't even TRY to create a structure to portray the specific abilities of NPC characters. It gives good general default guidelines for them so you can easily tell how good the average orc is at jumping, but if you want an NPC Athlete that is the best ever at X, or an NPC Sage so wise he knows stuff the PCs can't possibly figure out you just DO those things. They are story elements and the whole point is for the rules to GET OUT OF THE WAY of story. Likewise if the DM wants to make some specific action to require specific training etc to even attempt he can do that too.

There are also problems with the simplistic presentation and argument here. 4e for example has SCs for a REASON. Michael Jordan might not shoot freethrows THAT much better than any old person that has practiced that a bit. Now PLAY BASKETBALL with the guy. You won't even ever touch the ball. The total skills required aren't just one little thing. When you have some monumentally difficult and significant task to accomplish it isn't all just boiled down to a toss of the dice. Skills used in the context of the game work fine in 4e.

I don't hate (in fact I like) the sort of concept of a system that lives within a range of numbers. The problem is that D&D covers a huge range of ability from "I'm a peasant that just picked up a sword" to "I'm an epic hero that will live forever in myth and legend as soon as I finish offing Tiamat." Putting all that onto the range of a d20 is asking a LOT, and IMHO it isn't going to work well.

That is not dead which may eternal lie
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13 months ago  ::  Jun 07, 2012 - 6:58AM #578
Jim11735
Date Joined: Jun 1, 2009
Posts: 1,512
When I read Bounded Accuracy, it's like the designers are saying Next will not have the bonus bloat of 4e.  A +4 longsword will still have a higher bonus to hit than a +1 longsword.  It just won't have an Item Bonus, Enhancement Bonus and Power Bonus to it, that all go to +6!

There will still be an increase in accuracy that comes with leveling, like questing the +4 longsword, it just won't be as high as 4e was or even 3.5. 
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13 months ago  ::  Jun 07, 2012 - 7:11AM #579
Austinwulf
Date Joined: Aug 5, 2008
Posts: 578

Jun 4, 2012 -- 12:22AM, Plaguescarred wrote:

Legends and Lore:
Bounded Accuracy

by Rodney Thompson

Conventional D&D wisdom tells us that the maxim "the numbers go up" is an inherent part of the class and level progression in D&D. While that might be true, in the next iteration of the game we're experimenting with something we call the bounded accuracy system.

Talk about this column here.


very happy with what they are saying in this article.  A part of what i missed from older versions of DnD was the idea of a monster who was unarmoured enough a farmboy could poke him with a stick, but healthy/lethal enough that it wouldn't be worth his time.

I never liked the constant escalation in 4e, especially of stats.  (Seriously, the level 20 something human noble was stronger than some fighters in the party she could face)

I'm completely on board with this change.

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13 months ago  ::  Jun 07, 2012 - 7:11AM #580
dmgorgon
Date Joined: Jan 10, 2012
Posts: 2,856

Jun 7, 2012 -- 6:36AM, AbdulAlhazred wrote:


Where did this idiotic myth come from!!!??? A wooden door in 4e has a specific DC to overcome, ALWAYS. If the 25th level PCs go into level 5 Undermountain they JUST BASH ALL THE DOORS without any problem. That's the WHOLE POINT!!!! Where is this 'shifting DC' ever described in 4e???!!!! It isn't, because it DOESN'T FREEGIN EXIST! You're railing against some bizarro-world strawman system that is not the system we're even talking about. Please open your 4e DMG to page 64, READ IT! Gaaahhhh...

And yes, level 5 Undermountain IS TRIVIAL for 25th level PCs. That's why it is level 5 Undermountain and not level 25 Undermountain. The real question is why would the PCs even be wandering around in a level 5 dungeon when they are epic tier characters? If the players really seriously want to just rove around bashing doors automatically and ganking whole encounters in one round with no danger, and collecting treasures so small they're meaningless to them, well, that's between the players and the DM. You could do that in any edition and there's no reason why you shouldn't be able to.




Yeah that won't ever happen in practice.     The DM is not going run the 25th level characters through level 5 of the dungeon if it's trival.  At most it will just be something the DM describes as an auto success.

What really happens is that level 25 characters will only be rolling for challenges that are level appropriate.  The end result is that nothing changes.  Well nothing except the size of the numbers you are working with.

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