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Switch to Forum Live View Bounded Accuracy and Belts of Giant Str
3 months ago  ::  Feb 24, 2013 - 3:18AM #71
kadim
Date Joined: Jun 21, 2012
Posts: 2,766

Feb 24, 2013 -- 2:30AM, pauln6 wrote:

Since you can't buy or make magical items in DDN, you'd be taking a gamble on your character ever actually finding one if your DM doesn't consent but as I say, just make the in combat effects temporary for a number of rounds equal to strength bonus.  No investment in strength means you won't be inflicting high damage for long.




Pretty much this. Why would you ever build away from a stat you want on the hope that you might get something that will give it to you?


edit: as to the second point, it highlights another issue with building with the idea that you'll get some magic item - the DM might have other ideas on how those items work. Since the game isn't balanced around them, that makes magic item design a free for all.

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3 months ago  ::  Feb 24, 2013 - 6:10AM #72
MeCorva
Date Joined: Jun 6, 2008
Posts: 768
A lot of people are saying that with bounded accuracy, the advantage that the belt gives you is permanent like that's a good thing.   I'm not sure that it is.   I know that in 4e, one great thing, as dm was that no item was permanently too powerful to give a character.   If my homebrew hammer of awesome turned out to be too awesome, I'd just wait a few levels and then the hammer would be balanced.   

That doesn't seem to be the case in next.   Still, that ship has sailed.   

But, from the thread, I'm still confused.  People are saying that magic items don't need to be balanced, and that frees us up to create new and exciting items that aren't just a flat bonus.     So, we choose belt of giant strength?    Is that really so new, exciting and liberating?   I mean, if an item is interesting enough, I see the argument about including it even if it isn't balanced, but is giant strength that item?   
I mean, I get that there's some internal consistency that a belt gives you the same strength number that a giant has. Because every giant, no matter whether he works out or not, has the same strength.   Which is a number you're not supposed to know as player unless you're reading the monster manual.   It just seems like a inside joke and not a design.   But, your mileage may vary
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3 months ago  ::  Feb 24, 2013 - 6:43AM #73
Morrowner
Date Joined: Aug 11, 2004
Posts: 979
Why have balance when you can have FLAVOR. Yuck. The +x whatever belts worked fine. This just opens up everybody using finesse weapons
and trying to score these "Belts of the Halfling Has The Strength Of A Cloud Giant Because That Is How We Did it 15 Years Ago."

Boo.



 
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3 months ago  ::  Feb 24, 2013 - 6:45AM #74
Dalzig
Date Joined: Dec 31, 2007
Posts: 3,272
The magical belt of strength giving and magical gauntlets of slightly less strength giving are fairly iconic magic items.  I feel they are currently in the game as much for tradition as to test out whether stat boost items are feasible or needed at all.

I don't think they have a place anymore despite their iconic nature.  I know that when I DM, the items will never exist.  If asked why, "The essence of a person's attributes is held within their spirit and can not be modified directly by magic."
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3 months ago  ::  Feb 24, 2013 - 6:49AM #75
kadim
Date Joined: Jun 21, 2012
Posts: 2,766

Feb 24, 2013 -- 6:10AM, MeCorva wrote:

A lot of people are saying that with bounded accuracy, the advantage that the belt gives you is permanent like that's a good thing. I'm not sure that it is. I know that in 4e, one great thing, as dm was that no item was permanently too powerful to give a character. If my homebrew hammer of awesome turned out to be too awesome, I'd just wait a few levels and then the hammer would be balanced. That doesn't seem to be the case in next. Still, that ship has sailed. But, from the thread, I'm still confused. People are saying that magic items don't need to be balanced, and that frees us up to create new and exciting items that aren't just a flat bonus. So, we choose belt of giant strength? Is that really so new, exciting and liberating? I mean, if an item is interesting enough, I see the argument about including it even if it isn't balanced, but is giant strength that item? I mean, I get that there's some internal consistency that a belt gives you the same strength number that a giant has. Because every giant, no matter whether he works out or not, has the same strength. Which is a number you're not supposed to know as player unless you're reading the monster manual. It just seems like a inside joke and not a design. But, your mileage may vary


Yeah I don't think the challenges in encounter building system and how the monsters and DCs are set up. I think attribute items are kinda dull too, unless they're somehow injected with flavour that fits into the game - which means they don't stand on their own.


I don't think items are ever "permanently too powerful". The whole point is that the DM is able to set the crazy level on their own, which means in some games items will be "permanently too powerful," but the next game over that item won't be.


The point of all this is magic's role in a game is set by the DM and their players rather than the beastiary, but then the issue we run into is that the beastiary (as it is now) is totally inadequate because it doesn't use the same sliders and dials that make the game's customisability work.


They really, really need to make the monsters work with the game now. We've got a lot of sliders and dials for character creation and the beastiary is just a joke.

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3 months ago  ::  Feb 24, 2013 - 7:59AM #76
Morrowner
Date Joined: Aug 11, 2004
Posts: 979
Half the game is getting the gear and monsters right and I think this Next packet has dropped the ball on both.

 
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3 months ago  ::  Feb 24, 2013 - 3:24PM #77
pauln6
  • Stampeding Hybrid
Date Joined: Jan 21, 2004
Posts: 2,279
Girdles of Giant Strength absolutely have a place but they need not affect attack and damage rolls.  In Mutants & Masterminds, super strength affected only lifting, damaging objects, and grappling checks (although you could add strength based checks to DDN since that pretty much limits you to opposed checks to diarm or trip etc, climbing, swimming, and breaking down doors anyway).  Right there you have all the key elements of giant strength without totalling spamming bounded accuracy.
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3 months ago  ::  Feb 24, 2013 - 3:32PM #78
Mand12
Date Joined: Jun 17, 2010
Posts: 16,931

Feb 24, 2013 -- 7:59AM, Morrowner wrote:

Half the game is getting the gear and monsters right and I think this Next packet has dropped the ball on both.

 



Balancing gear and monsters isn't worth the time at this point.  When they're doing thigns like pulling entire classes for redesign, worrying about things like tuning monsters is time better spent doing other things.  Otherwise, they could spend a lot of time getting a great monster system, and then have to redo all that work if they decide on a major change to how powerful classes are.

D&D Next = D&D:  Quantum Edition
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3 months ago  ::  Feb 24, 2013 - 4:01PM #79
Saelorn
Date Joined: May 27, 2012
Posts: 2,938

Feb 24, 2013 -- 6:43AM, Morrowner wrote:

The +x whatever belts worked fine.


The +x stat items only increased the need to maximize your own important score, because no matter how high it was, that +2 was always better. Your half-orc fighter was always stronger than if it was a human, who would always be stronger than if it was a halfling. No matter what cool magical item you find, the halfling always comes out behind, where before it was a sort of great equalizer.

Going to +x items would work really well, mechanically speaking, while there is a natural stat cap of 20.

The metagame is not the game.
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3 months ago  ::  Feb 24, 2013 - 4:24PM #80
chuck80
Date Joined: Sep 21, 2007
Posts: 783
When it comes to Bounded accuracy, I think the belt as it is is actualy more balanced than the +x belts of 3.5
it just plays on "what you get" instead of "how much you gain":  anyone gets to have strenght 23 with the belt, which is very convenient for a low strength character, but it also means that 23 str is what you have, and nothing more. That makes it more easy to ballance: it's only +1/+1 more than the character COULD have with RAW: a marginal bonus.
A 8 str rogue getting to 23 is very strong, but it's much less game-breaking than a 20 str barbarian getting to 26 with the +x belt
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