Indeed. For now, the relevant equation (at least for me) seems to be:If they don't have a way to help a DM that is looking for "fair but challenging" encounters, then I am definitely disappointed.
Bounded accuracy + the common game assumption that the longer the characters are played, the more magic items they will have => the game gets easier and easier over time UNLESS the DM corrects for the additional power gained from magic items..
There's another option: the players can choose the level of risk they are willing to face. The DM's job in this case is to provide an interesting setting that contains various levels of risk and some way for the players to learn about that risk; he doesn't need to worry about balancing an encounter for the party. (I doubt there will be much support for how to provide information other than some kind of check. Oh well.)
This approach is only reasonable if they provide a way to account for PC's magic items when building encounters/adventures.
What if the DM doesn't want that responsibility? What if he just thinks his players will enjoy getting the occasional magic item but he doesn't want to figure out how it affects game challenges on his own, but simply wants the system to tell him what the effect will be?I think the big difference between this mindset and the 3e/4e mindset is that magic items are back in the DMs hands.
Players don't get magic items because they are supposed to, they get them because its a big event. And the DM takes on the responsibility of how the item affects his game when he provides them.
I like bounded accuracy. But it only works really well if they get rid of +x items - or at least give us an idea how that will affect combat challenge.sFirelance said:It's just one more reason why I don't particularly like the philosophy of bounded accuracy.