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Switch to Forum Live View What I don't understand about bounded accuracy
5 months ago  ::  Dec 23, 2012 - 12:08PM #21
Mousewithchainsaw
Date Joined: Jun 29, 2011
Posts: 137
Im on the fence with Bounded Accuracy as well. Commoners and guards should have a difficult time with demon/super mega monster/etc but same time a mid level hag shouldnt beable to stomp into town and slaughter everyone a city, if that was the case there would not be any cities left within any d&d world.
Same with adventures, they should be heroic and stand above the average person and take out dangerous creatures that guards fear but same time should not beable to stomp into town and slaughter everyone because they dont have his favorite ale (looking at you average CN alignment players) as the guards stand their helplessly and watch.

Problem is some want it to make sense and others want to be dynesty warriors style so you are not going to make everyone happy.

I'll just be happy if it wasnt the mess 3.x was.
DM: It has AC 31
Rogue/cleric/marshal/etc/etc/etc: Holy crap I have to roll an 18 to hit that.
Fighter: No sweat I hit that on a 3 or better.
Wizard: Thank the gods I use touch attacks.
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5 months ago  ::  Dec 23, 2012 - 12:12PM #22
Dwarfslayer
Date Joined: Oct 25, 2010
Posts: 2,014

Dec 20, 2012 -- 3:46PM, Negflar2099 wrote:


The problem is that it doesn't make sense because fantasy doesn't make sense. In fantasy a hero can take out the demon that killed 1000 guards. So hero > demon > guards. Yet that same hero will often either run away from or sometimes be captured by less than 20 or so guards. That doesn't make sense.




You achieve this with weapon immunities/ resistances. If a dragon is nigh immune to non-magic weapons, then it doesn't matter how many low level guards you throw at it.

Heroes on the other hand, don't benefit from that immunity, so while they have the skills to take down a dragon they can still be outnumbered and taken down.

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5 months ago  ::  Dec 23, 2012 - 12:17PM #23
lokiare
Date Joined: Nov 3, 2008
Posts: 14,512

Dec 23, 2012 -- 12:12PM, Dwarfslayer wrote:

Dec 20, 2012 -- 3:46PM, Negflar2099 wrote:


The problem is that it doesn't make sense because fantasy doesn't make sense. In fantasy a hero can take out the demon that killed 1000 guards. So hero > demon > guards. Yet that same hero will often either run away from or sometimes be captured by less than 20 or so guards. That doesn't make sense.




You achieve this with weapon immunities/ resistances. If a dragon is nigh immune to non-magic weapons, then it doesn't matter how many low level guards you throw at it.

Heroes on the other hand, don't benefit from that immunity, so while they have the skills to take down a dragon they can still be outnumbered and taken down.




Yep, we have to patch it up before its even implemented. That's really bad design...Smile

Look here to Check out my adventures and ideas. I've started a blog, about video games, table top role playing games, programming, and many other things its called Kel and Lok Games. I'm looking for players for a 4E fantasy grounds game.Swallowed Lich's Implement, help please.
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5 months ago  ::  Dec 23, 2012 - 12:35PM #24
draegn
Date Joined: Mar 26, 2004
Posts: 336
It seems to me that bounded accuracy is nothing more than the old friends in combat rule. Where if you outnumber an opponet you get up to +4 to hit and if you're outnumbered you suffer up to a -4 to hit. 
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5 months ago  ::  Dec 23, 2012 - 1:21PM #25
JacobSinger
Date Joined: Jan 12, 2012
Posts: 708

Dec 22, 2012 -- 9:00PM, mrpopstar wrote:

Dec 22, 2012 -- 6:40PM, JacobSinger wrote:

Dec 22, 2012 -- 3:29PM, Molecule wrote:

Dec 22, 2012 -- 3:14PM, lokiare wrote:

You can still only fill out your XP budget with monsters that are within 3-4 levels of the party or you end up with a TPK because of focus fire damage attrition...



This is actually mentioned in the DMG.  You can mix a couple low level things with a couple higher level things without too much of an issue though, which would have just been completely non-functional with scaling accuracy (the lower level monsters would very likely do absolutely nothing, and the party would spend years trying to actually hit the higher level enemies).

The basic rules for D and D aren't really meant to deal with fighting small armies, and they weren't when everything had unbounded accuracy either. 



And the basic premise of D&D has never been so that low-level guys can (or should) fight high-level guys.

"Hey look, bounded accuracy allows us to do something that is totally pointless anyway. Yay!"



I understand the basic premise of D&D to be 'kill stuff and take their things'.

Bounded accuracy maintains the relevancy of moar things for me to slay and loot.



If you say so, pal.

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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5 months ago  ::  Dec 23, 2012 - 1:30PM #26
JacobSinger
Date Joined: Jan 12, 2012
Posts: 708

Dec 23, 2012 -- 6:59AM, lokiare wrote:

Dec 23, 2012 -- 12:53AM, Molecule wrote:

Dec 22, 2012 -- 4:57PM, lokiare wrote:

Its because the developers have repeated over and over that you can use lower level monsters at higher levels and monsters will stay relevant and things like that. It turns out they aren't any more relevant than other editions and they sure don't last any longer when you actually run the math...




Well, they might not be mathematically better in Next (I honestly don't know), but they're definitely more usable from a gameplay perspective.  Fighting things that can only hit you on a 20 doesn't FEEL very exciting, even if the numbers work out so that it's actually as difficult as the version where they hit you relatively frequently but do less damage.  I might consider running an encounter that's primarily based on low-level enemies in Next; in 4e trying to do that would have been pretty uninteresting for me and most of my players.




I also disagree with the 'hitting on a 20 doesn't feel heroic' part. Actually yes it does, that's kind of the definition of heroic. You are so awesome things can barely touch you unless they get lucky. That's how the game should feel. Not this gritty, still worrying about Kobolds crap...



Hear, hear!

Can you imagine in our Star Wars game the designers bounding the progressions so that padawans are able to hit Sith Lords? "Look, the low-level guys are relevant for longer! Yay!" It would be ridiculous.

The level of heroism in D&D shouldn't be be any different than the level of heroism in Star Wars. We play the games for the same reasons, just in different settings, and we abslutely want our heroic characters to be totally unphased by lower-level characters. That kind of heroism, after all, is ingrained in the D&D mythos.

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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5 months ago  ::  Dec 23, 2012 - 1:40PM #27
Zardnaar
Date Joined: Apr 15, 2001
Posts: 8,183
Reigning in the numbers a bit from 3.5/4th ed is a good idea. BA right now not so much.
Reducing a character to a list of dice rolls and modifiers is not role playing*

*pg 30, AD&D 2nd Ed DMG, 1989.
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5 months ago  ::  Dec 23, 2012 - 3:08PM #28
Mand12
Date Joined: Jun 17, 2010
Posts: 16,931
"right now" being the key words.

Not having implemented BA because it requires class design to be finished before they fine-tune monster design does not mean BA is bad.
D&D Next = D&D:  Quantum Edition
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5 months ago  ::  Dec 23, 2012 - 4:17PM #29
Dreamstryder
Date Joined: Jul 5, 2001
Posts: 867
Some people want to be Superman heroes, to be bullet-proof and leap tall buildings in a single bound. They feel good because they reliably succeed where others have failed.

Some people want to be realist heroes who dive into danger despite their own mortality. They feel good because they worked to accomplish their success; they could have failed.

So do we have options to allow either of these?
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5 months ago  ::  Dec 23, 2012 - 6:21PM #30
Tony_Vargas
Date Joined: Sep 26, 2001
Posts: 10,714

Dec 20, 2012 -- 3:46PM, Negflar2099 wrote:

I'm on the fence about the bounded accuracy system. I think there's a lot of tweaking to do, but as a concept it's not bad. I don't hate it. I feel like it might solve a few problems that I've had in D&D since the beginning, like the "spit-on-the-king" mentality that takes over players once their AC gets to a certain point. Once they realize that no matter how many guards the king has they are basically immune to anything he can throw at them all sense of believability and respect goes out the window and this happens way too soon.


This is more of a problem the more you think of the world as a static place the PCs climb levels through, like a series of levels in a video game or take the 'sandbox' style of play in which the world is (treated as if) it were all 'statted out' before the first session (not really possible, of course, that's too much work for any DM).  If you decide the king is a 13th level character and his guards are 'Myrmidons' (1e 4th level fighters, IIRC), then when the party's flirting with epic levels, he's gotten pretty lowly..

One solution is to stat NPCs relative to the PCs, rather than in some absolute sense.  At low level, the King might be untouchably powerful and his guards might be statted as significant challenges to the party even in small numbers or 1:1.  At very high level, the King's guards would level-apropriate "minions," but the King, himself, still might not be statted out as a combat challenge for story reasons.  

Another solution, of course, is just to ignore the personal-power discrepancy, and depend upon the legitimate authority of the King in that culture.   Monarchies prospered as the primary form of government for centuries and there are still titular monarchs today with /some/ political and legal power.  Yet the persons themselves were still just people, none of them weilded magic, were actually chosen/empowered by God (though that belief may have existed), or even were such improbably capable warriors and legend may have made them out to be.  So the PCs respect (or hate or fear or whatever) the King because he's the King, and everyone in the Kingdom respects him - heck, in a fantasy world, the King may even 'be the land' - if the players go for a little casual regicide just because the numbers say they can, they might bring litteral as well as political ruin down on the Kingdom...

The problem is that it doesn't make sense because fantasy doesn't make sense.


That's one nice thing about fantasy, it doesn't have to make empirical sense.

In fantasy a hero can take out the demon that killed 1000 guards. So hero > demon > guards. Yet that same hero will often either run away from or sometimes be captured by less than 20 or so guards. That doesn't make sense. I don't know how many movies I've seen where heroes regularly get beaten up by enemies that were themselves beaten up by things the hero just finished ground pounding.


Conflict is rarely that simple.  If it were, sports commentators would be able to call the winner of any tournament after the first round just based on who had beaten whom in the past, and no game would ever be in question; generals would just take a good look at opposing forces and surrender if they were superior.  Even RPGs /try/ to make combat something other than a foregone conclusion, with some random dice rolls...

The bounded accuracy system is attempting to bring some logic to this mess.


I hope its not trying to bring anything quite that simplistic.  

Bounded accuracy is just trying to get one set of stats for a monster to serve even when the monster is used in very different ways in different stories at different levels.  That's not going to work as well in any given instance as a custom-statted monster, but it can save a whole lot of design effort.

 

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"If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly"  - E. Gary Gygax
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