D&D 5E Crafting Items - Expert Craftsman vs Adventurers

Stalker0

Legend
I am curious what horrible flaws you find in the Bounded Accuracy system? I have issues with it myself, so I am genuinely curious.

So far my biggest issue is that 6th level characters are "too epic". Their saves and skill checks aren't that far off from what 15-20th level characters are capable of. My party regularly gets in the 30's on many skill checks with combinations of advantage, expertise, and guidance. In fact, I can't remember the last time my group didn't get a least one 30 in a session (granted we tend to use skills a fair amount).

While yes higher level character are more durable and more damaging (and of course higher level spells give a lot of new options) when it comes to the bread and butter of skill checks, I find by 6th level the party is doing "impossible things" very commonly.
 

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DND_Reborn

The High Aldwin
So far my biggest issue is that 6th level characters are "too epic". Their saves and skill checks aren't that far off from what 15-20th level characters are capable of. My party regularly gets in the 30's on many skill checks with combinations of advantage, expertise, and guidance. In fact, I can't remember the last time my group didn't get a least one 30 in a session (granted we tend to use skills a fair amount).

While yes higher level character are more durable and more damaging (and of course higher level spells give a lot of new options) when it comes to the bread and butter of skill checks, I find by 6th level the party is doing "impossible things" very commonly.

Ah, I see you struggle with the same thing our group does, but it sounds like it might be worse for your table. As one of the few experienced players at our table, I encouraged the others not to min/max at first level so they would have some appreciable room to grow and enjoy seeing the improvements. They listened a bit... but still most have at least an 18 or higher in a prime score and we're only 6th-level at this point. My character has nothing higher than a 15, but she is very well-rounded and also has no glaring flaws either! The DM is beginning to exploit some of those flaws in the others, and they are feeling their short-comings now. :)

While I understand the principle behind Bounded Accuracy, I agree with some others that they took it too far. You go from a +1 to +20 spread in 3E to a +2 to +6 spread in 5E! Crazy IMO! I know you replied in my "Proficiency vs Non-Proficiency" thread and thanks for your input!

The issue I've found in trying to change things is the ripple effect that I have to change so much (especially the monster stat blocks) that is doesn't seem worth it in the long run. I've played around with so many ideas at this point my head is swimming in them!

First off, we've removed guidance. It is a horrible spell and abused to a ridiculous amount. I suggest that first and foremost! If you keep it, just make it a flat +1 bonus and make it only last one round.

Another thing to create greater variance between lower and higher level characters is expanding the proficiency bonus progression. Here is an array of increasing proficiency bonus progressions I made. We are currently using the Max +8 option, and I am toying with pitching a higher version to our DM. I think you might be able to go as high as +10 without completely unbalancing everything too greatly. Either way, we use our greater/faster prof bonus with attacks, saves, and skills as usual.

AltProfBonProg.png

While this creates a nice difference between characters of varying levels, the issue remains how to curtail the skill abilities at lower levels?

One option I have right now is that Ability Score modifier is limited to +2 to skills you are not proficient in. If you are proficient, the ability score modifier is limited by your proficiency bonus. This does not apply to attacks, damage, and saves! So, at level 1 even if you have an STR 18 and proficiency in Athletics, your total maximum modifier will be +4 (+2 prof bonus, +2 STR).

I know some people will argue that the character with the STR 18 shouldn't have the same total modifier as a character with a STR 14. Well, there is a valid point there, but my solution at present is that at lower levels, even a proficient character has not yet learned how to harness all their potential into the skill yet. As soon as the STR 18 character makes 5th (RAW) and gets +3 prof bonus, their total modifier would increase to +6, while the STR 14 character would be +5. At 9th-level, the modifiers become + 8 and +6.

In comparing two STR 18 characters, one 1st-level and the other 9th-level, you would now have a +4 difference between their Athletics total modifiers, +4 and +8, respectively. I know it is a semi-artificial limitation and the reasoning is honesty weak, but it works to slightly mitigate the issue IMO.

The second option is changing how Expertise works. It no longer doubles your proficiency bonus, but grants advantage on the skill checks. Additionally, if the DC is so high you could not succeed on a natural 20, now you do (but ONLY if you have Expertise!!). For example, a 6th-level Rogue is attempting to pick a lock. In RAW, he has DEX 16 and +3 prof bonus with Expertise, so a total modifer of +9. But the DC is 30! In RAW, he automatically fails and has NO chance whatsoever of succeeding unless his DEX improves or his proficiency bonus. Sure, with Guidance he might, yadda yadda yadda, but we nerfed it so it doesn't apply to our table. Instead, with Expertise in our group, a nat 20 could still pick the lock and his total skill mod is only +6, not +9.

I'm curious if you think any of those ideas might help your table? Or if you have feedback on them, I'm open to that as well.

Also, how do you feel about the prof bonus as it applies to attacks and saves?
 

I like that in 5E a 6th level character can still do/accomplish most of what a 16th level character can and that their is not a wide discrepancy between them.

IMO, it's about your expectations. If you are set in playing a 3E mindset, where bonuses of 30 or 40 are possible and that's what you want in your D&D, that's fine, but that's not 5E. Either change your mindset, or make all the changes you want.
 

Stalker0

Legend
I like that in 5E a 6th level character can still do/accomplish most of what a 16th level character can and that their is not a wide discrepancy between them.

I would be okay if the rest of system supports this, but I find that it doesn't. In terms of skills, a 6th level and 20th level character are close. Yet the 20th level character is tremendously more durable. Further, the abilities of 20th level characters are very powerful. But nothing more so than with magic....as you get to the point where reality alteration becomes a norm.


So you have a disconnect where in some ways 20th level characters are leagues above a 6th....but in skills they are not.
 


Any person assigning a DC higher than DC 15 for crafting a mundane object does not understand the 5E ruleset in my opinion.

In fact, assigning test DCs at all and not just saying "eventually you succeed" feels very dodgy in the context of 5E....
Any person who declares success or failure without first determining the DC does not understand the 5E ruleset in my opinion. How could anyone possibly know that you would eventually succeed at something, unless they first figured out the DC of the check?

Just saying "eventually you succeed" is identical to assigning a DC that is within the functional range of the d20, as long as there is no meaningful consequence for failure. Literally, that's the entire reason why that rule exists. If you can possibly roll high enough to succeed, and there's nothing stopping you from trying forever, then you can cut to the chase. Invoking that rule is no different from not invoking that rule, except it's faster.
 

CapnZapp

Legend
Any person who declares success or failure without first determining the DC does not understand the 5E ruleset in my opinion. How could anyone possibly know that you would eventually succeed at something, unless they first figured out the DC of the check?

Just saying "eventually you succeed" is identical to assigning a DC that is within the functional range of the d20, as long as there is no meaningful consequence for failure. Literally, that's the entire reason why that rule exists. If you can possibly roll high enough to succeed, and there's nothing stopping you from trying forever, then you can cut to the chase. Invoking that rule is no different from not invoking that rule, except it's faster.
Does this mean we agree then? (Some of your language indicates disagreement, but I'm not sure as to what)
 

5ekyu

Hero
Any person assigning a DC higher than DC 15 for crafting a mundane object does not understand the 5E ruleset in my opinion.

In fact, assigning test DCs at all and not just saying "eventually you succeed" feels very dodgy in the context of 5E....
I use for crafting and any other ask that takes more than a minute the same house rule.

Take the std completion time and cost to make.
Divide it by four.
Require checks in a race to 3 (like death saves) with each check uding one of those quarters of time and goods.
This means you can finish ahead of schedule and under budget, behond schedule and over budget or on time on budget.

You can also fail.

Additionally, any fsilure results in a problem going forward by the same approach. It represents a circumstance than needs to be changed. Maybe you found bad materials and need to bring in more or refine it more. Maybe this library ran dry on info but its because materials have been loaned out and you need to find them.

Or you can just bull thru with disad.

Of course, i use the dmg rule that if proficient DC 10 checks are automatic unless you have disad.

So most routine tasks in normal siyuations are a cinch if you are proficient. More than that is a much more interactive series of choices and checks.

On the broader issue...

But, on the subject of NPCs and DCs 5e is pretty clear the design and intent of the rules is GM assigns what they feel appropriate - not bound by PC build rules but certainly with those considered.

In my games, the "gm decides dc" is made by the choice of the setting and scene.

An inn where the innkeep doesnt have experience or concern over security is likely DC 10 or 5 for most "locks" or other secutity checks. This can go up to DC 25 for a different inn where its a priority and enough skill, aptitude and gold hoes into it to keep it up to snuff. But those aspects are done in conjunction with the narrative and the description, so that the cases where there seems to be a skew are actually treated as clues.

So, to me, the focus on a theotized divide between GM deciding as world builder and gm deciding at table is (at my table) cosmetic at best - both derive their values from the same set of choices.
 

Does this mean we agree then? (Some of your language indicates disagreement, but I'm not sure as to what)
In retrospect, I think we are probably in agreement. I had initially read your condemnation of assigning DC 15 to mean that the DM should just arbitrate the outcome since it's not important, but now it seems more likely that you were condemning the act of going through the motions for a task whose outcome is inevitable.
 

I am curious what horrible flaws you find in the Bounded Accuracy system? I have issues with it myself, so I am genuinely curious.
The basic premise behind Bounded Accuracy is that anyone can attempt any task, and a bonus can only help you. (As contrasted with 3E, where you had a minimum bonus required before you could even participate.)

The fundamental flaw behind Bounded Accuracy is that a world where anyone can do anything would be silly. As an example, consider the manacles in the equipment section, which require a DC 20 check to slip or break. What good would manacles be if anyone with at-least-average Strength or Dexterity could escape them? The average person should have significantly less than 5% chance of escaping manacles, or else nobody would bother with them. Really, you should need significantly above-average ability in order to defeat them, if anyone is to consider them reliable enough to use. My chance of slipping manacles, or climbing a wall, or crafting a sword, really should be zero; I would need significant training before I could even begin to try.

The other major issue with Bounded Accuracy is that you can't represent the most common types of tasks - the ones that would be routine for a qualified person, but nearly impossible for an unqualified one. When it comes to picking a lock or identifying a spell or playing an instrument, you should have very close to a 100% chance of succeeding if you know what you're doing, and very close to a 0% chance of succeeding if you don't know what you're doing. If you know how to play the flute at all, then you should be able to play the simplest possible song (whether that's DC 5 or DC 10) whenever you try; but minimal training is only a +2 bonus, so even if you have an 85% chance of success, then someone who has never learned how to play the flute is still guaranteed a 75% chance of success. (Which is ridiculous.)

The difference between trained an untrained should be somewhere in the +10 to +20 range, in order for the world to make sense at all, but that's fundamentally at odds with the concept of Bounded Accuracy.
 

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