Not only will an army of peasants not harm Orcus in any way - they will probably end up as undead creatures defending Orcus... AD&D handled this problem by making Orcus immune to attacks from any weapon with less than a +3 enchantment as well as giving him 85% magic resistance... AC and HP don't need to be bloated in this case... our heroes can fight Orcus effectively but the village children can't just pelt him to death with rocks.
It might not be a bad idea to require magic weapons to hit certain monsters - there are certainly plenty of examples from myth and legend of villanous creatures not harmed by mundane weapons... acquiring said weapons would be an adventure in itself
More evidence you know not of which you speak. You really should try to get a basic grasp of bounded accuracy before coming into a discussion like this. As it is, you just seem woefully unarmed.
There will not be oodles of attack bonus options to fluff up your character with. That's the whole point of bounded accuracy.
I know. I know. Its over your head at the moment. I understand. Come back when you got some time to bone up on the core concepts.
I get the impression you haven't the slightest conception of bounded accuracy. Let me see what I can find from the original article.
The basic premise behind the bounded accuracy system is simple: we make no assumptions on the DM's side of the game that the player's attack and spell accuracy, or their defenses, increase as a result of gaining levels. ... Now, note that I said that we make no assumptions on the DM's side of the game about increased accuracy and defenses. This does not mean that the players do not gain bonuses to accuracy and defenses. It does mean, however, that we do not need to make sure that characters advance on a set schedule, and we can let each class advance at its own appropriate pace. ... Getting better at something means actually getting better at something. Since target numbers (DCs for checks, AC, and so on) and monster accuracy don't scale with level, gaining a +1 bonus means you are actually 5% better at succeeding at that task, not simply hitting some basic competence level. When a fighter gets a +1 increase to his or her attack bonus, it means he or she hits monsters across the board 5% more often. This means that characters, as they gain levels, see a tangible increase in their competence, not just in being able to accomplish more amazing things, but also in how often they succeed at tasks they perform regularly. ...
The point is they are moving accuracy increases to a substantial degree out of the realm of level-based boosts where they are safe and help the game more than harm it, and purely into the realm of options, which is where they have the opportunity to create game breaking problems.
Let's use DDN numbers, so you can't dismiss them as past edition.
Right now, we have only up to level 10, so we'll use that. We'll compare a melee fighter vs melee cleric. We'll say that the cleric is primarily a cleric, only secondarily concerned with hitting. So he has optimized wisdom, with strength as his second best. Both will be human for this exercise. 1st, the fighter has +5 attack vs +3 because he chose the "fighter" option. +2 on Fighter side. 2nd, Strength. We give Fighter a 15 base strength, cleric a 14 (his second best) from the standard array. The fighter has another +2 from race, +1 from class. The cleric has +1 from race. Both have +2 from advancement. Fighter = Str 20 (+5), Cleric = Str 17(+3). Another +2 on Fighter side. 3rd, Manuevers. For now, the options are limited, but the Fighter can at least have Composed Attack to offset Disadvantage. Not a straight bonus or easy to calculate, but another bonus for the Fighter's accuracy. 4th, Feats. For now the options are limited. We'll give the Fighter Ambush Specialty, which gives him Advantage on occassion. Another boon for the Fighter's accuracy, if admittedly limited. 5th, Spells. Obviously, the cleric comes out ahead here. Divine Power can give him +4 attack/damage, catching up to the Fighter as long as he concentrates. 6th, Magic items. This is largely under DM control, but not necessarily in terms of who gets the magic item. Suppose the party has a +1 att item and a +3 att item among them (I count 4 such weapons in the playtest packet, not counting the oathbow or arrow of dragon slaying). Obviously the Fighter who is swinging every turn gets the +3, not the cleric who sometimes casts and sometimes swings. Another +2 for the Fighter.
Right now it's looking fairly balanced if the Cleric is burning 4th level spells to boost his attack. Since he's primarily a caster, not primarily a fighter, he might instead be using Bless to boost everyone including the fighter. At that point he's 6 behind the Fighter, and lacks the Advantage the Fighter can get from his feats and the offsetting of Disadvantage he can get from his manuever. On the other hand, if the Cleric -was- build primarily for hitting stuff, he could have the same 20 str as the Fighter, be only 4 behind in general and catch up when using Divine Power (or even get ahead if he had a +3 att/dam weapon as well).
This is the level of optional attack spread in a BA game going only up to level 10 which is only in playtest phase and thus has less options than the game will have at release. A 6 points spread between people who are supposed to be attacking the same target number (AC) is not necessarily going to break the game down, but it is pretty substantial.
The biggest saving grace may be that AC simply becomes trivial at high levels. The fighter here is swinging at +13 vs AC, the Cleric at +7. (not counting spells.) The beastiary has ACs up to 18. For the 18, the Cleric hits 50% of the time, the Fighter 80%. (And those might be the fights the Cleric busts out Divine Power to close the gap). Here the Fighter gets 60% more hits in. For a lower AC, say, an AC 14 Troll, the Cleric hits 70% of the time and the Fighter hits 95%. That's only about 35% more hits. At this point the Cleric hardly misses anyways, and won't really notice the difference between his performance and the Fighter's. (Aside from damage per hit, but that's fine. The Fighter can do his thing. If, on the other hand, you introduce something nasty like an AC 25 horrorterror, now the Cleric is hitting 15% and the Fighter is hitting 45%, so the Fighter hits 3 times as often. Higher AC monsters make it more valuable to maximize attack.
In practice, we're practically guaranteed there will be new options for increase accuracy as the edition evolves. There will be new spells. There will be new manuevers. There will be new magic items. There will be new feats. They won't necessarily break the game further, if they are designed to avoid stacking. For example, another +3 attack magic weapon isn't really going to mess anything up any more than it already is. A feat that gives +2 to attack rolls, however, will. Add to that, say, a spell like Divine Power but able to target the Fighter instead of self-only, and you could have a 12 point spread instead of only 6.
They could limit the maximum spread with some simple rules for themselves: 1) no untyped bonuses. Ever. 2) For every type, predesign a specific absolute maximum it can be. As a rule, don't let it get that high in a long term, always-on, option. (So that you can have the maximum only achievable under more limited conditions.) 3) No making up new types, or applying old types to new, unplanned areas. For example, if PHB1 doesn't have feat bonuses to attacks, no going back and putting in bonus to attack feats.
Or, as I said, they can keep AC permanently low, and make people who stack up too many to-hit bonuses simply get clipped by the 1s always miss rule, while their companions usually hit anyways.
Minions are an important piece for the narrative, IMO. The mook is one of the most widespread tropes in fantasy combat. And there is a big difference between using a full blown Level 1 monster against a Level 9 party or using a Level 9 minions instead. Enormous difference.
But why should there be a difference if they're conceptually the same monster? Why should we need three or four different "orc mook" monsters each with different math to throw at parties of different levels?
In fact, in all those trope stories mentioned above, that mighty Warrior was barely holding on to life at the end. BA actually represents those stories better than previous editions.
Caine, Drizzt, and Eleazer weren't. They were fine. Hell, Eleazer got stronger from his fight.
BA means you can wade through hordes of monsters, you just can't ignore their impact entirely. (Unless the DM doesn't want to deal with that fight. He can wave anything away if he doesn't think it's important. BA gives him the option to make it important if he wants).
Okay, I'm typically the last to jump on the player entitlement band-wagon, but the DM isn't really supposed to have an axe to grind. Not only that, but you're saying BA gives the DM an option, but right before you say that, you say the DM can hand-wave anything. Why not just have the enemies be slightly more dangerous? All I'm seeing here is, "You house-rule it, I want validation."
Edit: Also, what Garthanos said about Smaug. It isn't like that kind of thing doesn't regularly happen. I mean, when you have an overhwhelming number of soldiers, it's generally fairly easy to maneuver the enemy into an unfavorable position for a solid surround. If it wasn't Sun Tzu wouldn't have bothered to mention what you should do when you're outnumbered, so you don't get surrounded. He also wouldn't have said to try and surround the enemy when you outnumber them hard enough.
I get the impression you haven't the slightest conception of bounded accuracy. Let me see what I can find from the original article.
The basic premise behind the bounded accuracy system is simple: we make no assumptions on the DM's side of the game that the player's attack and spell accuracy, or their defenses, increase as a result of gaining levels. ... Now, note that I said that we make no assumptions on the DM's side of the game about increased accuracy and defenses. This does not mean that the players do not gain bonuses to accuracy and defenses. It does mean, however, that we do not need to make sure that characters advance on a set schedule, and we can let each class advance at its own appropriate pace. ... Getting better at something means actually getting better at something. Since target numbers (DCs for checks, AC, and so on) and monster accuracy don't scale with level, gaining a +1 bonus means you are actually 5% better at succeeding at that task, not simply hitting some basic competence level. When a fighter gets a +1 increase to his or her attack bonus, it means he or she hits monsters across the board 5% more often. This means that characters, as they gain levels, see a tangible increase in their competence, not just in being able to accomplish more amazing things, but also in how often they succeed at tasks they perform regularly. ...
I went ahead and highlighted a different part of the article for you. Hope it helps. Because it then goes on to say that there are increases. But that they are actually meaingful.
They are just significantly fewer and far between than previous, treadmill editions. By design.
[sniped all the "optimized/situational" hooplah]...A 6 points spread between people who are supposed to be attacking the same target number (AC) is not necessarily going to break the game down, but it is pretty substantial.
Let me try to wade through that morass.
You gave the cleric a secondary melee stat unlike the fighter. Gave the fighter several very conditional bonuses. The fighter arbitrarily gets the single specialty that arguably "helps", yet for whatever reason the cleric did not take it as well. An epically more powerful magic item for the fighter. And then you complain that the fighter hits easier with a sword?
Uh-huh. Got it...
The fact is, not counting all your obviously cherry-picked, situational factors, and magic items (as they are optional), a fighter gains a total of at most +3 to hit over the span of the first 10 levels.
Oh, hmmm. BTW, check this out: Cleric will gain +2 along the way. So only a +1 difference, really.
Caine, Drizzt, and Eleazer weren't. They were fine.
An excerpt to that effect would do wonders to help your argument. I don't recall stories of them taking naps during the fight, out of sheer boredom. Or complaining that a hangnail was the extend of their discomfort after a large battle.
An excerpt to that effect would do wonders to help your argument. I don't recall stories of them taking naps during the fight, out of sheer boredom. Or complaining that a hangnail was the extend of their discomfort after a large battle.
Well, Drizzt will be the easiest since his is so simple. I'm not going to go dig out my Hunter's Blades trilogy and transcribe the text, but more than once he fell on an entire camp (30-50ish orcs.) from a hiding spot, drew his two scimitars, and running on nothing but instinct and rage, slaughtered every orc in only a couple minutes. Literally, 3-4 minutes per camp. And yes, he dealt death like that to multiple camps in a day. Wake up, eat breakfast, slaughter a whole camp of orcs, find and kill a few more camps, eat lunch, find and kill a few more camps, eat dinner, find and kill a few more camps, sleep for a couple hours, wake up and do it all again.
He did this for weeks and weeks without so much as slowing down. The orc army came to believe that there was some kind of demon that their enemies had set against them. It was really just one incredibly pissed off dark elf. The only thing that managed to give him a fair fight was an avatar of Gruumsh. But he butchered whole camps of orcs like you or I would stock shelves at a day job.
Obviously not every literary character is playable within the framework of an RPG.
Some or more suited to different RPGs, of course. Say you wanted to do something like, I don't know, Avatar: The Last Airbender, you could totally use the 3.5 Shugenja. It seems like the class was practically made for that. But if you want an even more accurate representation, go with Marvel's system. The power stunts that you can do even fit perfectly with the special abilities some of the characters develop. But generally, I've been able to create a pretty accurate model of whatever I have wanted using D&D.
Minions are an important piece for the narrative, IMO. The mook is one of the most widespread tropes in fantasy combat. And there is a big difference between using a full blown Level 1 monster against a Level 9 party or using a Level 9 minions instead. Enormous difference.
But why should there be a difference if they're conceptually the same monster? Why should we need three or four different "orc mook" monsters each with different math to throw at parties of different levels?
Because the math at different levels is still different? A level 1 orc, represented levels later by a level 5 minion is a wholly different beast. Should be obvious, I think...
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But why should there be a difference if they're conceptually the same monster? Why should we need three or four different "orc mook" monsters each with different math to throw at parties of different levels?
Because the math at different levels is still different?
That appears to be circular.
Why is 1st level orc different than a 5th level orc? Because the 5th level orc is four level higher. Duh. Right. But it does the same thing. And if you have flatter math it doesn't need to be any more difficult to hit. But then it wouldn't be different. But why does it need to be different? Because it's four levels higher. Weren't you listening?