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6 months ago ::
Dec 20, 2012 - 2:11PM
#111
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Speak for yourself, OP.
I've been playing since 1st edition and I really like Bounded Accuracy. I like that mundane armour still retains some utility even at higher levels. If attack bonuses continued to rise throughout a PC's level progression, AC would be useless after a certain point, just like in certain earlier editions.
Mundane armor being totally useless due to off-the-scale attack bonus would be an ultimate DEAL-BREAKER for me...
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6 months ago ::
Dec 20, 2012 - 2:13PM
#112
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Date Joined:
May 17, 2009
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As far as I know they've never been statted. But they would have to be capable of killing entire armies solo for their stat blocks to be accurate.
Actually, there was a lot of this kind of thing back in the AD&D days. Pulling out my old Deities & Demigods(1e) shows:
Cu Chulainn as an 18th level Ranger/12th level Illusionist/8th level Bard
Bellerophon as a 10th level Ranger
Heracles as a 15th level Ranger/3rd level Bard
Odysseus as a 13th level Fighter/9th level Thief
Elric as a crazytastic 19th level Magic-User/15th level Fighter/10th level Cleric/10th level Assassin/10th level Illusionist/5th level Druid
Fafhrd as a 15th level Ranger/13th level Thief/5th level Bard
Grey Mouser as a 15th level thief/11th level Fighter/3rd level Magic-User
Note: Multiclassing didn't work quite as additively as it does in 3.5. It was more like, "You're your old class, but plus new class features, after considerable hassle" I'm also not sure how most of these characters work within the AD&D multiclassing/dualclassing rules. I highly suspect that they simply don't.
And just for kicks, in Dragon #5, all the way back in '77, there was an article placing Gandalf as a 5th level Magic-User.
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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6 months ago ::
Dec 20, 2012 - 2:13PM
#113
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Date Joined:
Jun 27, 2004
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I like that mundane armour still retains some utility even at higher levels.
This is another one of those things that's possible in an un-bound system as well.
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Yes, I am expressing my opinions (even complaints - le gasp!) about the current iteration of the play-test that we actually have in front of us.
No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC).
(And no, my comments on this forum are not of the same tone or quality as my actual survey feedback.) A Psion for Next (Playable Draft)A Barbarian for Next (Brainstorming Still)My 4e Projects
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6 months ago ::
Dec 20, 2012 - 2:15PM
#114
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JacobSinger, there's no need to be obnoxious. I was civil to you. The least you could do is be equally civil to me.
Quote: Sure poisons will have DC's and targets will have varying levels of resisting such things, but what does that have to do with the ATTACKER?
Response: Again, we have seen no rules about attacking with poison. So you're assumption that it will use AC as the target is completely unfounded. You're just inventing scenarios and complaing that thescenarios you've entirely imagined out of whole cloth will be problematic. Why not wait for actual poison rules to be presented before complainign about how awful they are?
Quote: But Rogues and whatnot shouldn't be hitting as often as Fighter-types with regular attacks.
Response: Why not? Both are trained combatants. Rogues are simply trained at a different style of combat than fighters. Both should be hitting about evenly often. (And since fighters get more bonuses to attack than rogues, they do in fact hit more often.)
Quote: The problem is that with bounded accuracy we have to roll damage ALL THE TIME for virtually everyone (even including weak monsters that shouldn't be hitting nearly that much). Not only does this not make ANY sense, but it is a total pain.
Response: As I said, if you don't like rolling dice, then, yes, the game presente dint he playtest is not for you. I am willing to guess that your view is a minority view. Most people I know enjoy rolling dice. It's why diceless systems tend to sell more poorly than dice-ful systems.
Actually the assassin Rogue has a poison trick and there is poison in the equipment section, so you are factually wrong on that count.
To me Rogues should have a better chance of hitting, but only under special circumstance which they set up. Gaining advantage for feinting, sneaking, flanking, and sand in the eyes is how they should do it, some of which is reflected in this packet.
I gotta agree with him, whether you like rolling the dice or not, that much rolling is going to slow down the game...
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6 months ago ::
Dec 20, 2012 - 2:19PM
#115
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When the attack progression is increase at the rate of DC increase, then there is no REAL progression at all....just the illusion of such.
Your premise is flawed OP, I like bounded accuracy and want to keep it.
Ever bloating numbers with no upper and lower limits are tedious and boring.
"If it's not a conjuration, how did the wizard
con·jure/ˈkänjər/Verb 1. Make (something) appear unexpectedly or seemingly from nowhere as if by magic.
it?" -anon
"Why don't you read fire·ball / fī(-ə)r-ˌbȯl/ and see if you can find the key word con.jure /'kən-ˈju̇r/ anywhere in it." -Maxperson
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6 months ago ::
Dec 20, 2012 - 2:21PM
#116
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Date Joined:
Aug 22, 2005
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Regardless of how it's implemented or used in DnD Next, I feel like it's good to have a survivability trait that both high and low characters can closely relate to each other on.
I've played systems that give characters fairly variable defenses and attacks, but keep them all at a same low amount of hit points. Higher level characters still become harder and harder to kill, but stay grounded near the rest of humanity at the same time. DnD Next goes the other way - heavily scaling hit points and low flat defenses - but it accomplishes the same thing. It gives weak characters and powerful characters a meaningful distinction, but leaves them able to interact with each other.
In high-HP, high-defense systems, there's really no meaningful interaction between characters of extremely different levels. There's no grounds to engage each other on.
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6 months ago ::
Dec 20, 2012 - 2:22PM
#117
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Date Joined:
Jan 12, 2012
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BA has serious issues. I won't pretend it doesn't. But, a non bounded system also has serious issues. Which you ignore entirely.
I have no issue with addressing problems from the past, but those percieved problems may not have had anything to do with accuracy, and could have been solved much more easily without completely butchering accuracy as bounded accuracy does (and without the need for all of the clumsy band-aids that go along with BA).
What clumsy band aids? I see nothing clumsy about this system. it works excelently.
You can't be serious.
I've never seen such an inherently flaw-ridden attack/damage system with any game I have ever played. It is terrible.
And look at the skill system now. They realized that the "bounded" philosophy made it so horrible and illogical that they had to create band-aid feats (which are actually new taxes) such as the "roll 1-9 and it counts as a 10" silliness.
That is ridiculous, because they could have just given us statistically meaningful improvements in the first place, and this would have both avoided this band-aid nonsense, and also be simpler.
Get rid of these clumsy band-aids, and just give us bigger bonuses in the first place. It just makes more sense all around.
And even if he got miracle-class lucky and managed to hit, the poison offers a minor, temporary inconvenience at best.
Because treadmill.
"treadmill" has nothing to do with it, and you KNOW that. Come on, man.
If the poison offers a minor, temporary inconvenience at best, it isn't "because treadmill", it's because that's how poisons were designed.
It's a potential problem regardless of bound or unbound accuracy.
Exactly.
It's unfortunate when people try to defend one thing by completely changing the subject to something else. Ugh.
Either compare apples to apples, or don't bother.
Leadership and class choice should have NOTHING to do with each other, EVER.
Conflating the two is simply horrendous game design.
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6 months ago ::
Dec 20, 2012 - 2:23PM
#118
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Date Joined:
Sep 25, 2009
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Let's take a minute to really examine this "BA lets me fight low level monsters" idea that people keep bandying about. I'm not sure how far back the idea goes, but for a long time and certainly in 5e, everyone hits automatically on a 20. Doesn't matter what the AC was. So let's take the extreme example of a monster that hits you only on a 20 in a rapidly scaling math system. He hits you 1/20 times for let's say 1/5 of your total hit points (ultimately the numbers are irrelevant, because they can be scaled to suit). No we switch to a flat math system where that monster still hit's you, let's say 50% of the time but now he only does 1/50th of your total HP because we've shifted all the power scaling into HP. You can say it would be more than 1/50th of his HP, but then it's because you've slowed down power scaling not because you've slowed down AC scaling, I'm trying to keep the power scale even here.
Is there any reason why the flat math world is a more interesting fight than the steep math world? The challenge level is the same. Yes, the monsters almost never hit, but do you really give a crap if they hit your for 1/50th of your total HP? Do you really find it more exciting to have to knock off 2 HP 5 times a round than it is to actually have a bit of a worry that it will hurt if they roll well?
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6 months ago ::
Dec 20, 2012 - 2:29PM
#119
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Sign me up for more BA. System needs tweaks, for sure, but compared to previous editions/games I've played, it is by far the most attractive.
The most exciting thing for my groups is having the dice roll actually mean something, and not dealing with the constant increase of accuracy. Hitting on a 2 or only on a 20 is the least fun part of D&D.
You realize you still have this now right? The Fighter can't miss unless they are going up against one of the highest AC's in the game. The average AC means they only need a 4 or 5 to hit...
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6 months ago ::
Dec 20, 2012 - 2:32PM
#120
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Date Joined:
Jan 12, 2012
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Except the story was according to the 2e players handbook supposed to let me play fighters inspired by Herakles
Heracles was taken out with poison. A really vicious poison made from centaur blood, but poison nonetheless. Even Heracles couldn't ignore poison. So if you're saying that legendary heroes can shake off poison, I'll disagree. The very legendary hero you cited was laid low by poison.
Sounds to me like Heracles was targetted by a higher level poison because he was a more powerful character. Which is basically what people expect.
The argument that was being made was that everybody should fear basic poisons because it's poison. Which is not exemplified with that story.
Seerow,
I don't care who you are pretending to have been addressing. You made a clear blanket statement that is both inane and ludicrous. Don't try backpedaling and acting like you only meant it under some narrow criteria that existed nowhere in your post. Not to mention you responded to me, not the post you claim to now be addressing.
You clearly stated that high level play has no place for mortal PCs. Not sure how else that can be taken.
And that means you are still wrong.
My post was following a very clear line of communication which you decided to try to take out of context to score some cheap points. If you do not want to have an intellectually honest conversation, then please stop posting.
Yeah, seriously.
Leadership and class choice should have NOTHING to do with each other, EVER.
Conflating the two is simply horrendous game design.
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