Bounded accuracy means there is a reasonable chance to hit or miss a foe, even if they are extremely weak or strong. It means that the d20 is a large component of if you hit or miss.
In comparison to 3e and 4e where to hit and AC modifiers went into the stratosphere, ranging from +5 to +45. With that range, the d20 added means any foe one has a chance of both hitting and missing, the other doesn't bother to roll.
Bounded accuracy goes back to old D&D where at level 1 you had low accuracy, and it climbed as you got to higher levels. Your effectiveness being a product of expected accuracy an damage per hit, it allowed characters to scale without their damage scaling as fast.
Ie, an expected 25% accuracy at level 1 climbed to an expected 75% by level 9 meant the exact same weapon damage did 3x the damage per attack.
Small accumulated increases in accuracy and defence have surprising impacts on effectiveness. An otherwise identical character with +5 to accuracy and defence is close to twice as powerful as one without: in 3e and 4e this effect can dominate the game. It is a large component of why a level 20 PC in 3e was considered 700x stronger than a level 1 PC, and in 4e a level 30 PC was 150x stronger than a level 1 PC. In 5e it is closer to 20x; a CR 1 creature is a medium difficulty fight for a party of 4 PCs in 5e, and 21 of them are medium for a party of L 20 PCs. 1 CR standard encounter in 3e is 1 for level 1 party and 725 for L20 party. In 4e a level 1 solo is equivalent XP wise to a level 9 normal monster, which is roughly XP equal to a level 20 minion, and 135 L20 minions makes a medium difficulty L30 fight for 4 PCs.
Bounded Accuracy - slower growth in to hit and defence, and keeping the range over every PC level smaller than the d20 - makes that somewhat plausible and keeps the power scaling down.
More of character power moves to the size of the impact, and not if the action missed or hit entirely.
In comparison to 3e and 4e where to hit and AC modifiers went into the stratosphere, ranging from +5 to +45. With that range, the d20 added means any foe one has a chance of both hitting and missing, the other doesn't bother to roll.
Bounded accuracy goes back to old D&D where at level 1 you had low accuracy, and it climbed as you got to higher levels. Your effectiveness being a product of expected accuracy an damage per hit, it allowed characters to scale without their damage scaling as fast.
Ie, an expected 25% accuracy at level 1 climbed to an expected 75% by level 9 meant the exact same weapon damage did 3x the damage per attack.
Small accumulated increases in accuracy and defence have surprising impacts on effectiveness. An otherwise identical character with +5 to accuracy and defence is close to twice as powerful as one without: in 3e and 4e this effect can dominate the game. It is a large component of why a level 20 PC in 3e was considered 700x stronger than a level 1 PC, and in 4e a level 30 PC was 150x stronger than a level 1 PC. In 5e it is closer to 20x; a CR 1 creature is a medium difficulty fight for a party of 4 PCs in 5e, and 21 of them are medium for a party of L 20 PCs. 1 CR standard encounter in 3e is 1 for level 1 party and 725 for L20 party. In 4e a level 1 solo is equivalent XP wise to a level 9 normal monster, which is roughly XP equal to a level 20 minion, and 135 L20 minions makes a medium difficulty L30 fight for 4 PCs.
Bounded Accuracy - slower growth in to hit and defence, and keeping the range over every PC level smaller than the d20 - makes that somewhat plausible and keeps the power scaling down.
More of character power moves to the size of the impact, and not if the action missed or hit entirely.
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