|
5 months ago ::
Dec 20, 2012 - 11:30AM
#1
|
Date Joined:
Jan 12, 2012
|
Not surprisingly, this new extremist philosophy known as "bounded accuracy" is proving to be a total deal-breaker for literally every veteran player and DM that I know. It is an absolute nightmare. The reality is that if bounded accuracy is in D&D Next, then I don't know a single person who is interested in playing it.
I've been playing D&D and similar games for well over two decades, and I've never seen anything that has angered people this much. A tremendous feeling of betrayal is evident at our gaming tables these days, and it is literally all because of this short-sighted and ham-fisted system of "bounded accuracy" that the designers have decided to force on us.
Here's a tip: if you want the game to be successful, then it is an unbelievably bad idea to introduce some extremely controversial new system that angers people right off the bat. How is that not ridiculously obvious?
For the record, I DO NOT CARE what the designers have said that bounded accuracy is supposedly meant to accomplish. Vague statements like "we make no assumptions on the DM's side of the table…" mean absolutely nothing. All that matters is what bounded accuracy actually accomplishes within the game, including the undeniable game-changing consequences on the player's side of the table that are leaving people very frustrated and very angry. I will highlight some of these consequences below.
--------------
The main practical effect of bounded accuracy is that it clumsily attempts to cram both accuracy and damage into primarily just damage. This is done by reducing characters' attack bonus increases gained as a result of leveling-up to an extremely slow rate, as shown by the progressions presented in the playtest. The idea is that it is supposed to make those increases "feel" more important as they relate to enemy AC's, but it instead does a fantastic job of creating the exact opposite effect.
Considering how easily this bounded accuracy philosophy can break down, it is abundantly clear that the designers simply did not think it through before forcing it on us, and that they have utterly failed to recognize the ridiculous mathematical consequences of its implementation:
1. The first part of the problem with bounded accuracy is that attack bonus increases from leveling-up occur only every 5 or so levels, which means that the difference between high- and low-level characters' attack bonuses will only be a few points. But because we are rolling the d20 to attack, the randomness the d20 will frequently create more variance than just a few points. This makes something like a two-point difference in attack bonus a lot less important than it would be in a system without a randomly-generated attack roll. Yet that two-point difference is supposed to represent like 10 entire levels of improvement, and so it just ends up feeling like virtually nothing because it is diluted over such a large range of levels, and because the randomness of the d20 in such a system can frequently override much – if not all – of the perceived gain.
In other words, because characters' attack bonuses do not significantly improve over time in the bounded accuracy system, it makes players feel like their characters are never really getting better. People HATE this with an absolute passion, and they desperately want the old attack progressions back. In any case, we definitely need a much bigger range of level-based attack bonus increases one way or another (i.e. some kind of faster progression, with a +1 increase every other level at the absolute minimum) so that the improvements to attack are truly significant over time. Then we can set the AC values within the game to correspond with that range. This would not only be incredibly easy to do mathematically, but it would also present NONE of the ridiculous pitfalls of the bounded accuracy system.
2. When it comes to low-HP enemies, bounded accuracy makes it such that there is little difference in the attack efficiency between higher- and lower-level characters. Why? Because against low-HP enemies, the extra damage that a higher-level character may be able to do doesn't come into play, and so he/she becomes virtually no better than the lower-level guy (since their attack bonuses barely differ). This is an extremely clumsy way of handling things, almost to the point of making the game comedic.
Our campaigns are about 50% low-HP enemies (in groups of varying sizes) and 50% high-HP enemies, and this means that literally half of the time there is little noticeable difference in attack efficiency between higher- and lower-level characters. It is a terrible problem, and yet it is a problem that we literally never had before. Bounded accuracy is solely responsible for creating this mess.
3. We have discovered another big problem with bounded accuracy: Numerous scenarios can exist in D&D in which dealing X amount of damage isn't the main goal of hitting a target. So while the bounded accuracy philosophy assumes that we can just use the quantity of damage to effectively represent the level of accuracy, it completely neglects all of the types of scenarios where we REALLY DO need to be able to measure accuracy and damage as two entirely separate things. For instance, if you are trying to hit in order to inflict a mind-altering poison, or induce a magical weapon effect, or trigger any other kind of non-damaging effect resulting from a successful hit, then bounded accuracy will consistently make higher-level characters virtually no better than lower-level characters at doing so. This is extremely stupid.
So for example, in our campaign setting we have a group of wild elves who use poison darts to impair (but not really damage) those who stumble into their forest. Since dealing physical damage isn't the point of their attacks at all, bounded accuracy makes it such that there is little noticeable difference between lower- and higher-level characters' attack efficiencies. They never get noticeably better at hitting as they increase in level, and so the masters of the forest are virtually no better than the low-level guys. It is absolutely ridiculous, and it doesn't feel anything like D&D anymore.
The same thing will happen with any type of attack that triggers a special type of effect. Since the effect is triggered upon a hit, there will be little noticeable difference between lower- and higher-level characters at successfully triggering that effect. Again, this is silly, and it is a problem that we never had before.
As with any mathematical system, it is never a good idea to conflate two distinct variables like this (in this case, accuracy and damage). It's just extremely poor judgment on the part of the game designers. We absolutely need to keep accuracy and damage as clearly separate variables, just as we always have in the past, for both practical and logical reasons.
Leadership and class choice should have NOTHING to do with each other, EVER.
Conflating the two is simply horrendous game design.
|
|
|
|
5 months ago ::
Dec 20, 2012 - 11:30AM
#2
|
Date Joined:
Jan 12, 2012
|
4. Another problem with the bounded accuracy system: a single bonus from an ability score can be greater than the entire range of experience-based attack increases from low to high level (i.e. +5 from an ability score, but only +4 from leveling-up from 1st to 20th level). This is utterly crazy, and it just makes leveling-up worth a lot less than it should be. It accomplishes nothing but to make the game less fun, and for no good reason whatsoever.
In other words, it is critically important that the attack bonus increases gained from leveling-up are allowed to grow to significantly greater amounts than any other single modifier to the attack bonus (like that from an ability score or magical weapon). This is what makes players feel like their characters are truly getting better from experience, because they actually are. But bounded accuracy destroys this, as it eliminates the significant improvement of one's ability to hit as a result of leveling-up. It is downright irrational, and it does not feel like D&D anymore.
So for example, a 20th-level character will have only 3 more points on his attack bonus from his leveling-up than a 5th-level character. That is a HUGE difference in experience, and yet it grants only a 15% improvement at hitting (!). If you do not find that to be utterly preposterous, then you and I are living in two entirely different universes. It is so bad that it is laughable.
5. Another idiotic problem that bounded accuracy creates: It makes us do a lot more bookkeeping in combat, slowing the game down significantly. Because even the weaker combatants will be hitting frequently, then each and every round we have to roll their damage and deduct it from the targeted character. This is of course intentional, since the bounded accuracy philosophy essentially makes us measure the accuracy by the amount of damage someone does, and thus we have to constantly be rolling attack AND damage for most characters/monsters every round. How could the designers not have realized how foolish this is?
Contrast that with an un-bounded accuracy system: while the Fighter-types and tougher monsters might be hitting frequently, weaker combatants will be hitting much less of the time, and thus we avoid having to tabulate their damage every single round. This time-savings really adds up, allowing us to get on with the role-playing, and spend a hell of a lot less time bookkeeping.
To add insult to injury, the playtest adds EVEN MORE unnecessary die-rolling, in the form of damage dice. This is a deeply stupid idea, and it needs to be dropped immediately. It just wastes more of our time each round. We definitely need to go back to an un-bounded accuracy system, and then we can completely eliminate all of this inefficient nonsense that bounded accuracy forces on us.
6. Most people seem to agree that a projectile like a crossbow bolt should have the same damage potential regardless of the competency level of the shooter, and so if you really want to "bound" something, you should want to bound damage, NOT accuracy. Some people will predictably respond with the tired argument that the resulting damage amount represents the level of accuracy (as the more damage dealt, the better the hit location on the target's body… e.g. head shot vs. shoulder graze), but that relies entirely upon the false assumption that all creatures automatically have distinct vital areas that are more or less "valuable" to hit, which is simply not the case in D&D.
Again, if you desperately want to "bound" something, then it is simply a hell of a lot smarter to completely un-bound accuracy and instead bound the damage, which will literally remove ALL of these problems in one fell swoop. Then everything would make sense again, and we 3E/PF/SAGA players will come running back to D&D in droves. Otherwise, we'll just stick with our previous systems instead, because they do a MUCH better job of allowing us to do what we want to do with our characters mathematically. Bounded accuracy just strangles the math to the point of absurdity, making the game a mockery of its former self.
Also, keep in mind that these half-dozen problems that I've listed are just the failures of bounded accuracy that we've found so far. I would not be surprised if more problems arise along the way. That's what you get with such an illogical, ham-fisted system.
--------------
In short, bounded accuracy introduces numerous problems to the game that are absolutely unacceptable, and it accomplishes NOTHING than cannot be accomplished more intelligently in some other way. It is probably the most boneheaded philosophy that the designers of D&D have ever introduced, and it should absolutely be eliminated from the game. Otherwise, there is no possible way on this earth that anyone I know will be playing D&D Next.
Thanks to the atrocious mathematical consequences of bounded accuracy, I've literally never seen players so disillusioned about D&D in my entire life. It is a disaster of epic proportions.
Leadership and class choice should have NOTHING to do with each other, EVER.
Conflating the two is simply horrendous game design.
|
|
|
|
5 months ago ::
Dec 20, 2012 - 11:32AM
#3
|
Date Joined:
Apr 15, 2001
|
Kind of an issue for me. Probably want to scale back 3.5 style numbers nad 4th eds bloating of hit points. I don't think we actually get a choice on BA.
Reducing a character to a list of dice rolls and modifiers is not role playing*
*pg 30, AD&D 2nd Ed DMG, 1989.
|
|
|
|
5 months ago ::
Dec 20, 2012 - 11:34AM
#4
|
Date Joined:
Jan 12, 2012
|
The "treadmill" myth:
In reading through some of the posts on here, I keep coming across this bizarre talking point (by the supporters of bounded accuracy) that is being used to criticize non-bounded accuracy systems: the supposed "treadmill" effect. I find this to be a very disingenuous argument.
The "treadmill" effect that is said to exist within our non-bounded accuracy systems is simply a myth. Why? Because in a non-bounded system, characters being able to consistently hit enemies with tougher and tougher AC's as they advance in level is pretty much the exact opposite of a "treadmill". It is instead a reflection of genuine improvement. Those types of creatures that our low-level fighter should have difficulty hitting will become significantly easier to hit by the mid levels, and likewise those tougher-to-hit creatures that our mid-level fighter should have difficulty hitting will become significantly easier to hit by the high levels. Thus, players always feel like their characters are getting better, because they actually are.
How is that a treadmill? It's not even close. It is instead a reflection of a character's ability to hit actually getting better, exactly as it should, because they have significantly improved as a result of gaining experience. This is a fundamental aspect of these kinds of games, and if you carelessly take that away (as bounded accuracy does), then it is not only a hell of a lot less fun for the players, but it barely feels like D&D anymore.
In all my years of playing D&D and similar games, I have NEVER seen a "treadmill" effect in any of my games. Not once ever. The only way you can have a "treadmill" effect is if your DM intentionally creates it (and it has nothing whatsoever to do with whether you are using a bounded or non-bounded system). In other words, whenever your attack bonus goes up, your DM purposefully increases the AC of your enemies by that exact same amount.
But none of our games have EVER done this: Enemy AC's do NOT go up just because your attack bonus goes up. They never have. The suggestion is absolute nonsense. Whenever you get an increase to your attack bonus as a result of leveling-up, those monsters' AC values remain the same. They haven't changed. But you have. You have become better. Now you are better at hitting those AC's, and you will be able to hit tougher enemies with more efficiency: the opposite of a treadmill.
But with bounded accuracy, this continual improvement does not occur. Your attack bonuses remain the same most of the time, and enemy AC's remain in virtual lock-step with your attack bonus. It is the most stagnant and boring system I have ever played in my entire life. It makes no sense whatsoever, and it is simply not fun at all.
So in order to get rid of that "static" effect, we absolutely must get rid of bounded accuracy. Then, our characters will consistently get better at their attacks – just as they should – and those enemies will become easier to hit as our characters advance. Then our characters can proceed to take on tougher enemies, or more enemies, or whatever. Regardless, the "treadmill" will not exist, unless of course your DM decides to force it on you, in which case that would be solely the fault of the DM, not the game system.
Leadership and class choice should have NOTHING to do with each other, EVER.
Conflating the two is simply horrendous game design.
|
|
|
|
5 months ago ::
Dec 20, 2012 - 11:38AM
#5
|
Date Joined:
Oct 23, 2012
|
Been playing for 20+ years and couldn't disagree more.
We caught on to the arbitrariness of leveling at age 14, and it was basis of our branching out from D&D into games that provided a better sense of accompishment.
My mind is a deal-breaker.
|
|
|
|
5 months ago ::
Dec 20, 2012 - 11:42AM
#6
|
Date Joined:
May 22, 2003
|
Bounded Accuracy is the best thing that ever happened to this game.
|
|
|
|
5 months ago ::
Dec 20, 2012 - 11:42AM
#7
|
Date Joined:
Oct 23, 2012
|
Bounded Accuracy is the best thing that ever happened to this game. 
+1
My mind is a deal-breaker.
|
|
|
|
5 months ago ::
Dec 20, 2012 - 11:43AM
#8
|
Date Joined:
Jan 12, 2012
|
Bounded Accuracy is the best thing that ever happened to this game. 
...and I am the King of Prussia.
It is good for one thing: it will save us a lot of money because we won't buy ANY of the books. In that sense - and in that sense alone - it is great.
Been playing for 20+ years and couldn't disagree more.
We caught on to the arbitrariness of leveling at age 14, and it was basis of our branching out from D&D into games that provided a better sense of accompishment.
So let me get this straight... it's "arbirtrary" to you that my archer actually gets A LOT better with his accuracy over time, and can hit targets as a result of his experience that he was nowhere near good enough to hit when he was low-level?
Do you also think that the sky is red, by chance?
Leadership and class choice should have NOTHING to do with each other, EVER.
Conflating the two is simply horrendous game design.
|
|
|
|
5 months ago ::
Dec 20, 2012 - 11:44AM
#9
|
Date Joined:
May 24, 2012
|
It is obvious certain play groups will love this game and certain play groups will hate this game. The key is going to be if the game can get more fans than haters. We havent seen all of what is in store with this system, I am still willing to give it a "wait and see". It isnt as if this is the ONLY game any of us are playing and its "do or die" for this to work.
|
|
|
|
5 months ago ::
Dec 20, 2012 - 11:46AM
#10
|
Date Joined:
Jun 17, 2003
|
It is obvious certain play groups will love this game and certain play groups will hate this game. The key is going to be if the game can get more fans than haters. We havent seen all of what is in store with this system, I am still willing to give it a "wait and see". It isnt as if this is the ONLY game any of us are playing and its "do or die" for this to work.
The problem is that unless everyone loves it (and fwiw I am in full agreement with JacobSinger on this point...I do regard Bounded Accuracy as a flat out betrayal of what it means to play DnD), Wotc loses. That's because Hasbro (apparently) has some completely unrealistic demands for how well an TRPG should be able to do, and it means getting the entire market share (maybe even twice over if rumors are correct).
So if even a large minority of people hate Bounded Accuracy with a passion (and I think it's more than that actually), DDN will flop.
-Polaris
|
|
|