Don Durito
Hero
I think the CR system is lowballed anyway. Even without magic items the low end of deadly is barely hard.
Bounded accuracy takes magic items into account. Its why the items are +2 for rare items and not +10 or +15.Bounded accuracy pegged to the spherical cow of a game with no feats & no magic items is not exactly a good thing because the result is a magic item budget of zero for the gm to play with over the course of an entire campaign before the system breaks down is less than zero due to feats. Your talking about preserving a bit of theorycrafted design that is the embodiment of garbage in garbage out because something is correcting some of the bad inputs.
I think this combined with advantage for flanking would be too much, but you can always try it out and see how it feels.
5e does not have baked in expectations that a pc will have +n stuff by a given level like past estimates . D&d uses plus one to plus three items not plus ten plus fifteen or any of the other completely absurd comparisons you make to claim ba considers magic items but thst doesn't change the fact that ba does not bake in a magic item budget for the gm to play in over the campaign as past editions did.Bounded accuracy takes magic items into account. Its why the items are +2 for rare items and not +10 or +15.
But I think you're claiming overall that Bounded Accuracy is the problem in and of itself. I disagree. Bounded Accuracy is what keeps me and my players coming back to 5e because it doesn't involve the dramatic power curves I typically dislike in videogames.
Some people enjoy a scaling system similar to Final Fantasy or Disgaea where level 1 characters can do 50-100 damage and you reach the damage cap of 999999 somewhere mid-adventure. Others prefer Paper Mario scaling where 20 damage is massive closer to the endgame.
But ultimately, I don't think bounded accuracy is anymore at fault for a slow encounter than any other scaling system.
A 5th-level fighter does an average of 22 damage per hit and has a to-hit of +7. Hill Giants are beefy brutes with 105 HP and 13 AC at CR 5. Assuming a 75% chance to hit the hill giant, the fighter does a DPR of 16.5. Now, if you assume the other 3 adventurers are of equal combat power of this barebones fighter, they're doing an average DPR of 66 damage per round.
On average, this beefy CR 5 creature gets taken down by a level 5 party within 2 turns. Any deviations are caused by different combat potential between combatants or the randomness of dice.
By "different combat potential," I mean if a wizard is bent on getting the Giant debilitated rather than doing the expected damage or the cleric taking a turn to heal but also if a player decided to have their most important stats as their lower ones for "roleplay" purposes.
For me what language is immersive depends on who you are trying to immerse yourself as. A professional chef will use different language in the kitchen to a student who can't cook much beyond an egg cracked into ramen - and part of immersing as one rather than the other involves the difference between the two.It might also be that terms like "area denial" and "zone of control" are not in my normal gaming vocabulary. I think about higher ground, clear shots, crowded conditions, ducking behind cover, environmental hazards - and while I know those overlap and the former is a way to describe some of that stuff in strategic game terms, me and my groups tend to examine things on an immersive level.
5e does not have baked in expectations that a pc will have +n stuff by a given level like past estimates . D&d uses plus one to plus three items not plus ten plus fifteen or any of the other completely absurd comparisons you make to claim ba considers magic items but thst doesn't change the fact that ba does not bake in a magic item budget for the gm to play in over the campaign as past editions did.
DMG page 133 said:Over the course of a typical campaign, a party finds treasure hoards amounting to seven rolls on the Challenge 0-4 table, eighteen rolls on the Challenge 5-10 table, twelve rolls on the Challenge 11-16 table, and eight rolls on the Challenge 17+ table.
The system not only knows the maximum bonus a party is likely to get by the end of each tier as a percent chance, they also literally have a budget that the DM can use to distribute the items.XGtE said:When you want to select an item as treasure for an encounter, the Magic Items Awarded by Rarity table serves as your item budget.
Ok, sorry, from the text it sounded more like you meant both were for flanking. Keeping them separate but available is fine. It basically is akin to allowing advantage to stack, which is what our group does anyway.I wouldn't do both for flanking.
The +N bonus would be a flanking thing.
Advantage/Disadvantage would be used for situational modifiers (i.e. prone, poor lighting, etc).
I haven't seen any reason to scale back damage on cantrips. After all, a longsword still does a d8, why not have shocking grasp still do a d8?Edit: Regarding your comments on magic.
I read through your comments about how damage interacts with lower HP creatures.
I have a few rough ideas concerning how to scale damage-on-a-save differently, but I'm not sure how to sketch them out yet.
That being said, to reign things in a little, what would it be like to go back to non-infinite cantrips?
- Perhaps something like (spellcasting mod + proficiency bonus) free cantrips per day, with that limit being refreshed by spending a hit die (?)
...rough idea off the top of my head. I don't currently have any solid idea about how that would influence play.
technically longsword does d8+strengthmod, with d8/d10 being average 4.5/5.5 you could almost say that a longword does 2d8 compared to a d8 cantrip like shocking grasp & in the hands of a fighter gets an extra 2d8 equivalent at the same levels a wizard gets abn extra 1d8 on that shocking grasp. Toss in a +1 +2 or +3 longsword and multiply the +n by the number of attacks while a +1/+2/+3 wand only applies onceOk, sorry, from the text it sounded more like you meant both were for flanking. Keeping them separate but available is fine. It basically is akin to allowing advantage to stack, which is what our group does anyway.
I haven't seen any reason to scale back damage on cantrips. After all, a longsword still does a d8, why not have shocking grasp still do a d8?
But, if you want non-infinite cantrips, I would limit it to proficiency bonus in cantrips as this more follows the spell slot progression in the class tables. If you want to refresh it, allow it to refresh on a short rest?
Now, the biggest thing this will lead to is especially casters needed to resort to using weapons at times. The infinite cantrips was supposed to get rid of the crossbow-firing wizard scenario.
Let me ask you this: why scale back cantrips? If anything, I would be more inclined to reduce the auto-scaling damage of cantrips back to just mirror all the other classes with Extra Attack (who only get 2 attacks). The net effect would be to reduce them to 2 or more likely 3 dice of damage instead of 4, but it is minor adjustment and in considering it before I decided it wasn't really needed at all.
Ok, sorry, from the text it sounded more like you meant both were for flanking. Keeping them separate but available is fine. It basically is akin to allowing advantage to stack, which is what our group does anyway.
I haven't seen any reason to scale back damage on cantrips. After all, a longsword still does a d8, why not have shocking grasp still do a d8?
But, if you want non-infinite cantrips, I would limit it to proficiency bonus in cantrips as this more follows the spell slot progression in the class tables. If you want to refresh it, allow it to refresh on a short rest?
Now, the biggest thing this will lead to is especially casters needed to resort to using weapons at times. The infinite cantrips was supposed to get rid of the crossbow-firing wizard scenario.
Let me ask you this: why scale back cantrips? If anything, I would be more inclined to reduce the auto-scaling damage of cantrips back to just mirror all the other classes with Extra Attack (who only get 2 attacks). The net effect would be to reduce them to 2 or more likely 3 dice of damage instead of 4, but it is minor adjustment and in considering it before I decided it wasn't really needed at all.
I feel like I'm talking to a wall. The section you reference on xge135/136 has very little if anything to do with the topic of bounded accuracy being tuned to a garbage standard of no magic items & no feats not leaving room in the crunch to fit +N gear because it's still tuned to no feats & no magic items.The system not only knows the maximum bonus a party is likely to get by the end of each tier as a percent chance, they also literally have a budget that the DM can use to distribute the items.