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12 months ago ::
Jun 16, 2012 - 10:24PM
#1
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I am really into the Idea of Bounded accuracy in 5th editions, and am wundering if anybody has found a good way to house rule it into 4th edition...at least as far as skill checks go. and if nobody has yet maybe they can give me some advice on how I may go about it anyway. =) thanks
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12 months ago ::
Jun 16, 2012 - 10:35PM
#2
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Date Joined:
May 17, 2009
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1. Remove all 1/2 level bonus to skills.
2. Create a DC chart for how hard you think tasks should be. At the low end of the chart, have the DCs near the Easy DC for first level. Near the middle, have them near the Hard DCs for first level. Leave space for extra hard stuff that they probably won't be able to do at first level, but will be able to do later with higher ability scores and/or items that grant bonuses.
3. Playtest with your group.
That should get you on the right track.
Seriously, though, you should check out the PbP Haven. You might also like Real Adventures, IF you're cool. | Knights of W.T.F.- Silver Spur Winner | | 4enclave, a place where 4e fans can talk 4e in peace.
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12 months ago ::
Jun 16, 2012 - 10:37PM
#3
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how very simple ^_^ thnks. Just one f those things that bugs me about 4th edition which until hearing about bounded accuracy never thought about fixing =P
Oh! do you think I could do some of the same thing with monsters and there defenses? like taking away 1/2 lv bonus for attack roles and fixing alot of the defenses for monsters and the like? or would that make things odd?
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12 months ago ::
Jun 16, 2012 - 11:15PM
#4
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Date Joined:
May 17, 2009
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Oh, monsters are even easier. Take away half level bonus to initiative, attacks and defenses from players. Reduce the same stats on monsters by 1/2 the players' levels(or half the monster's own level, if you like). That cuts half level bonuses pretty easily. If you can single out other bonuses the PCs get, you can cut the same amount from monsters and keep things more or less even. For example, don't give out magic items, and then cut monster attacks and defenses by 1 per 5 levels or so.
Seriously, though, you should check out the PbP Haven. You might also like Real Adventures, IF you're cool. | Knights of W.T.F.- Silver Spur Winner | | 4enclave, a place where 4e fans can talk 4e in peace.
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12 months ago ::
Jun 17, 2012 - 8:49AM
#5
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Date Joined:
Sep 19, 2007
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Oh, monsters are even easier. Take away half level bonus to initiative, attacks and defenses from players. Reduce the same stats on monsters by 1/2 the players' levels(or half the monster's own level, if you like). That cuts half level bonuses pretty easily. If you can single out other bonuses the PCs get, you can cut the same amount from monsters and keep things more or less even. For example, don't give out magic items, and then cut monster attacks and defenses by 1 per 5 levels or so.
You could give magic items, just skip the enhancement bonus.
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12 months ago ::
Jun 18, 2012 - 12:43AM
#6
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It bugs you that 4e characters get innately better as they level?
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection. My Guides
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12 months ago ::
Jun 18, 2012 - 12:45AM
#7
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Date Joined:
Mar 29, 2005
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It bugs you that 4e characters get innately better as they level?
There are more ways to define "better" than with +attack and +defense bonuses.
Ever feel like people on these forums can't possibly understand how wrong they are? Feeling trolled? Don't get mad. Report Post.
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12 months ago ::
Jun 18, 2012 - 12:46AM
#8
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Date Joined:
Nov 23, 2003
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Oh, monsters are even easier. Take away half level bonus to initiative, attacks and defenses from players. Reduce the same stats on monsters by 1/2 the players' levels(or half the monster's own level, if you like). That cuts half level bonuses pretty easily.
Er? Monsters go up by 1/level. Dropping that to 1/2 level means that PCs still need to collect uber-sweet magic items and get expertise bonuses to keep up.
To create bounded-accuracy in 4th, you'd subtract the monster's level from it's defenses and to-hit rolls. (KEEP DAMAGE at MM3 levels though) and half-level (roughly) from their initiative and skills. On the PC side, subtract half-level from PC stats, ban the expertise feats and various scaling defensive booster feats, drop some of the stat boosts (I'd suggest the 11 and 21 "all stats" boosts, but that might not go far enough), eliminate the "big 3" (you could let magic weapons give +1 to hit, and still give the normal scaling bonus to damage. But magic armor and Neck slots shouldn't boost AC or NADs)
At that point, PCs will still scale slowly via stat boosts, feats, and PP choices, so you'll probaby want to add a bit of scaling back to monsters. Not sure exactly how much though. 1/4 level to represent the silly stats would be about right.
"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus
Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima
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12 months ago ::
Jun 18, 2012 - 12:59AM
#9
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I remain very worried that bounded accuracy will end up draining all the incentive to keep on playing. The idea that after one more adventure you will gain a stronger magic item/level/power/feat/etc is a very efficient lure to keep the player on the treadmill. And I can't see any benefit from this bounded accuracy, certainly not enough of one to justify the risk that the players will not consider the reward worth the work. Just what does justify this idea?
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12 months ago ::
Jun 18, 2012 - 1:07AM
#10
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Date Joined:
Mar 29, 2005
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I remain very worried that bounded accuracy will end up draining all the incentive to keep on playing. The idea that after one more adventure you will gain a stronger magic item/level/power/feat/etc is a very efficient lure to keep the player on the treadmill. And I can't see any benefit from this bounded accuracy, certainly not enough of one to justify the risk that the players will not consider the reward worth the work. Just what does justify this idea?
In no games that I've played have the characters been motivated to continue adventuring by the lure of gaining higher attack/defense values. They adventure because
• It's what they love to do • They have to because the world is in danger • They want to take vengeance on a villain that has slighted them • They're being paid handsomely • The villain has something they want/need Etc.
If gaining higher attack/defense/skill bonuses is your motivation for adventuring, you're wasting your time. A PC's bonuses never outpace those of his enemies; as you continue to level up, you continue to face more powerful foes, which means you aren't actually getting more powerful, relative to the challenges you're facing. You're just "keeping up."
Ever feel like people on these forums can't possibly understand how wrong they are? Feeling trolled? Don't get mad. Report Post.
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