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Switch to Forum Live View An idea for A bounded accuracy compromise
4 months ago  ::  Mar 03, 2013 - 5:12AM #21
chuck80
Date Joined: Sep 21, 2007
Posts: 785

Mar 2, 2013 -- 7:03PM, Plaguescarred wrote:

Mar 2, 2013 -- 5:44PM, Rhenny wrote:

Like almost everything else in the game, even the concept of bounded accuracy needs to be tinkered with to find the "sweet spot".

There is no denying that keeping the numbers (ac, to hit, I'd even argue Hit Points and Damage) more contained is easier on the DM.   That's important.

I think WoTC just needs to experiment (playtest) different bounded solutions.    They should start at the highest level and then work their way down to see what makes low level play and higher level play seem most satisfying.      Should AC stretch from 10-20?   10-25?   5-20?    1-20?    Should 20th level fighters have 170 hp?   Should they have 120 hit points?    Should 20th level fighters have a +15 to hit or a +10 to hit?    

When they play with the numbers, I'm sure there will be a point where most levels feel good.   It will just take time to figure it out.


I agree. The degree of accuracy boundedness that we currently see might not be the one in the final. R&D are doing a lot of internal stress testing on the game math right now.



I really hope you are right

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4 months ago  ::  Mar 03, 2013 - 8:13AM #22
justmike1976
Date Joined: Jun 2, 2012
Posts: 1,620

Mar 3, 2013 -- 5:04AM, wrecan wrote:

Mar 2, 2013 -- 12:02PM, T_rex wrote:

How about; let the PC's attack bonus go up by say +1 per two levels (like 4th edition) and keep the monster AC's like they are (bounded).



By 10th level, martial characters would hardly ever mss anything.  Just to keep things challenging, you'd have to start scaling monster AC.  Also, to keep things challenging, you'd have to scale monster attack bonuses. 

Also, I don't think it would improve the internet fanbase. All you'd be doing is appeasing some people who currently don't like BA, and offending some who currently do.





well wotc has a tradition of offending some to appease others with alignment, at will casting, healing of hps by every character class, modern multiclass system. now some of these things worked but things like healing and multiclassing led to insane character combinations with some characters having 5 or 6 classes how can this be realistically done

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4 months ago  ::  Mar 03, 2013 - 9:15AM #23
Lord_Malkov
Date Joined: Feb 15, 2013
Posts: 519

Mar 3, 2013 -- 1:41AM, pauln6 wrote:

I think it's sensible to wait to see what the final maths turns out like before judging whether the system is a success or failure.  Early editions had a step curve but they were rarely played all the way to the top.  The rapidly scaling XP tables of new editions and cool stuff for all classes at the top makes that a more desirable goal so they have to work to make sure the system still stands up.

My personal view is that looking at 1e AC ranks is a better guide for DDN because a lot of the monsters seem to have been scaled back to those HD but with lower ACs and higher damage.  If you tease up the character attack rolls and tease the upper limit of monster AC ranks you can regain some element of scaling but it would be a huge mistake to think the scaling from 4e could work alongside the damage scaling we have in DDN. 

My personal preference (subject to seeing the final maths) would be to halve the attack roll bonus gained from ability scores.  Once the maximum bonus is +2 at 20 stength etc, you have an additional 3 points to feed back into scaling.  Increase high end martial characters to +2 attack roll at level 2, and every other level after and you end up with +11 at level 20 with +2 from stats and a max of +3 from magic, for +16 (compared to +5+5+3 = +13 at the moment).  Second tier attacks can be +2 at level 3 and every 3 levels thereafter for +8 at level 20 and low end attacks can be +1 at level 4 and every 4 levels for +5 at level 20.  Then if for example Asmodeus' AC is teased up to say AC24 (with an upper cap of AC25 based on the theory of max natural armour +10, max dex bonus +10, size bonuses and penalties, and an increase of +1 to natural armour if wearing light armour, +2 if wearing medium (max dex +2) and +3 heavy (no dex) or the armour AC, whichever is better) you would move from hitting him on a roll of 4 to hitting him on a roll of 8, while average level 1 characters move from hitting him on a roll of 13 to hitting only on a natural 20.  I think there needs to be different ways to reach the cap but AC25 is a sensible place to pitch a cap.

There is enough guidance behind the curtain in 3e to work out figures.  Some monster ACs were artificially high with massive natural armour bonuses in 3e just to be challenging for the massive attack bonuses.  Compare the silly ones to tough monsters from the first 3e MM and cap natural armour at +10 (with damage resistance if you still want the monster to be really tough - just avoid hp inflation as well) and I reckon most monsters will come out ok.

FYI halving attack bonuses also takes care of the belt of giant strength problem since the additional bonus to attack ends up being +4 or something.

One other possibility is to add in an additional +1 to attack rolls at level 1 either across the board or for proficient weapons to front load attack rolls a bit more and maybe +1 to all saves at levels 10 and 20

I'm not sure how the maths will work out overall and they still need to sort out damage inflation but I think meeting bounded accuracy in the middle could work with minimal effort.




So then strength bonuses would be more like 2e bonuses a smaller bonus to hit and a bigger bonus to damage.  I could see that.

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4 months ago  ::  Mar 03, 2013 - 9:27AM #24
lokiare
Date Joined: Nov 3, 2008
Posts: 15,443

Mar 2, 2013 -- 11:12PM, Rory wrote:

Mar 2, 2013 -- 5:27PM, T_rex wrote:



@powerroleplayer- The whole defense thing is one of the things I thought 4th edition did well.  I am fine with AC going up with levels as well.  But then, I think hit points would have to go down and then you’re dealing with monsters missing a lot and then walloping characters when they finally connect.  The bottom line on that is, I just don't want to go back to monsters having arbitrarily high AC for the sole reason that they need it to face the high-level characters.




Thats the balance you have to find.




The balance I want is the ability to have a stone golem with an 25 AC that is hard to hit enough to damage it and has 30 HP yet be able to have a hill giant that has a 12 AC but have 65 HP. I want the flexibility to use all the variables to make monsters that take different tactics to defeat. I want that golem to hit AC 14 on a 10 and deal average damage while I want that hill giant to hit AC 14 on a 16 but deal a lot of damage. I want the monsters to be differentiated. I want to use all the variables instead of just two (damage and hit points). That and the ability to see the difference between fighting an Orc at level 1 and level 5 and feeling like I got better because I gained a few levels is what I want and bounded accuracy doesn't allow that...Smile

"Hey guys, that was a good job we did killing the Lord of the Nine Hells. But man it's a good thing there weren't any oiled ropes or solid doors between us and him or we might have REALLY been in trouble."
-Unknown
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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4 months ago  ::  Mar 03, 2013 - 9:31AM #25
lokiare
Date Joined: Nov 3, 2008
Posts: 15,443

Mar 3, 2013 -- 5:04AM, wrecan wrote:

Mar 2, 2013 -- 12:02PM, T_rex wrote:

How about; let the PC's attack bonus go up by say +1 per two levels (like 4th edition) and keep the monster AC's like they are (bounded).



By 10th level, martial characters would hardly ever mss anything.  Just to keep things challenging, you'd have to start scaling monster AC.  Also, to keep things challenging, you'd have to scale monster attack bonuses. 

Also, I don't think it would improve the internet fanbase. All you'd be doing is appeasing some people who currently don't like BA, and offending some who currently do.




All I'm asking for is an advanced module that fixes this problem for those of us that want heroic games instead of gritty games. I don't think my request is unreasonable, unfortunately Mearls appears to think it is...Smile

"Hey guys, that was a good job we did killing the Lord of the Nine Hells. But man it's a good thing there weren't any oiled ropes or solid doors between us and him or we might have REALLY been in trouble."
-Unknown
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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4 months ago  ::  Mar 03, 2013 - 9:35AM #26
edwin_su
Date Joined: Aug 25, 2007
Posts: 3,066

Mar 2, 2013 -- 10:28PM, ren1999 wrote:

Mar 2, 2013 -- 12:02PM, T_rex wrote:


Just a thought.




Going back to a 1/2 level bonus would make the math needlessly high again and that wasn't good in the last edition.
I would be willing to settle for +1 lvl bonus every 5 levels applied to all rolls except off-hand damage rolls.

And if that is granted, I demand that all ability rolls are reduced to a maximum of +5 ability bonus.

I will also grant you all the land from here to the sea if you enforce the king's will. Kidding.




well this pretty much already in the game with the weapon attack and spelcasting bonuses.
having these already is a consesion to having more scaling then going fully bounded.

if they went fully bound it might have looked somthing like this.
weapons have a proficiency bonus like a flat +3 to hit with a weapon in witch you are proficient instead of the weapon attack bonus.
There would be increases but only within the bounds for example with ability score increases but the maximum of 20 for a ability score would be maintained being unable to increase a ability score above that.
so the maximum to hit that could be achieved would be +8  (+5 ability score +3 proficiency).
If the players manage to get magical weapons this could increase to +11 but the bonus from magic would not be taken into acount when designing monsters.
 

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4 months ago  ::  Mar 03, 2013 - 11:12AM #27
T_rex
Date Joined: May 24, 2012
Posts: 17

@wrecan, would it be such a bad thing that high level characters hit pretty regularly?


The attack damage and/or monster hit points would have to be bumped to remain a challenge but that is the whole point of this thread. To go from wildly swingy at early levels to hits pretty regularly at higher levels feels like progression to the player and allows the monster's stats to remain a little more flat.


Now having said that, i still do feel that there does need to be a bigger range in monster's AC to give them a more individual feel and maybe some maneuvers for the PC's that bump the to-hit while sacrificing damage (maybe advantage to attack, disadvantage to damage or vice versa) this would allow them to be able to take on a wider range of AC's.



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4 months ago  ::  Mar 03, 2013 - 1:01PM #28
wrecan
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Mar 3, 2013 -- 11:12AM, T_rex wrote:


@wrecan, would it be such a bad thing that high level characters hit pretty regularly?



I think it would make it very difficult to create challenging encounters. You have to exponentially increase monster hit points and that can make combats feel like slogs.

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4 months ago  ::  Mar 03, 2013 - 3:11PM #29
T_rex
Date Joined: May 24, 2012
Posts: 17
That's always the danger, but I would counter that danger by reducing the steep damage bump that the classes get.  This should fix the damage creep and it  might even get rid of it.  I have not been a real big fan of the damage bump anyhow, it feels to artificial to me.
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4 months ago  ::  Mar 03, 2013 - 3:23PM #30
Lord_Malkov
Date Joined: Feb 15, 2013
Posts: 519

Mar 3, 2013 -- 9:31AM, lokiare wrote:

Mar 3, 2013 -- 5:04AM, wrecan wrote:

Mar 2, 2013 -- 12:02PM, T_rex wrote:

How about; let the PC's attack bonus go up by say +1 per two levels (like 4th edition) and keep the monster AC's like they are (bounded).



By 10th level, martial characters would hardly ever mss anything.  Just to keep things challenging, you'd have to start scaling monster AC.  Also, to keep things challenging, you'd have to scale monster attack bonuses. 

Also, I don't think it would improve the internet fanbase. All you'd be doing is appeasing some people who currently don't like BA, and offending some who currently do.




All I'm asking for is an advanced module that fixes this problem for those of us that want heroic games instead of gritty games. I don't think my request is unreasonable, unfortunately Mearls appears to think it is...




You will have to wait.... someday they will try to make a modular D&D ruleset that will attempt to appeal to all playstyles and fans of all editions. Yell

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