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4E vs 5E: Monsters and bounded accuracy
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<blockquote data-quote="Ilbranteloth" data-source="post: 6906942" data-attributes="member: 6778044"><p>Yes, that is a definite possibility, it's really all about working out the math. It's not really a question (for me) as to whether the math works, but what it represents.</p><p></p><p>But assuming the math works out to the same (that is, it takes 10 rounds to complete the combat either way, for example), then all you've really done is increased the number of misses in the combat. The hits <em>feel</em> better, but they happen less frequently. If that's what you prefer there isn't really a problem with that. I think most people would prefer to hit more frequently, though.</p><p></p><p>If you want the lower level character to be able to kill the boss faster, then it's not really about the AC/hit point mechanic, but how many hit points the creature has. You can address that in either system. </p><p></p><p>For those of us who have played the game a long time, the more static AC with a growing pool of hit points <em>feels</em> like D&D. Of course, I'll admit that for those who started with 4e it probably doesn't feel like D&D. </p><p></p><p>But with the AC system working the way it is, you have a pretty good idea that in most cases you'll have a harder chance of even hitting a group of knights in plate than a group of bandits in leather. It means something. There's still a variability, but for the most part they will be somewhere between an 11 and a 16, not including magic. Most likely on the lower end of that range. The knights will be 18, not including magic. That means something, since regardless of how you're handling AC and hit points, you can't kill something you don't hit.</p><p></p><p>If the range is 11 to 30 for leather armor, and 18 to 35 for the plate armor, then there's still a range, but the variable is so great you really have no idea what you're getting into. Because now that 1st level character can't hit that level 20 creature. This is exactly the sort of thing that bounded accuracy is designed to alleviate. </p><p></p><p>Imagine the town guard. If there are creatures that an under level 5 town guard, backed up with 0-1st level militia can't defend against because they can't even hit it, then the town no longer exists. Because the things that have 37 AC can just wander in without any risk whatsoever.</p><p></p><p>Also, one of the biggest choices for affecting the scaling is Resistance. By providing resistance, you don't need as high a number of hit points, but it still favors the higher level characters since they are more likely to have something that bypasses the resistance.</p><p></p><p>So I much prefer the current system.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 6906942, member: 6778044"] Yes, that is a definite possibility, it's really all about working out the math. It's not really a question (for me) as to whether the math works, but what it represents. But assuming the math works out to the same (that is, it takes 10 rounds to complete the combat either way, for example), then all you've really done is increased the number of misses in the combat. The hits [I]feel[/I] better, but they happen less frequently. If that's what you prefer there isn't really a problem with that. I think most people would prefer to hit more frequently, though. If you want the lower level character to be able to kill the boss faster, then it's not really about the AC/hit point mechanic, but how many hit points the creature has. You can address that in either system. For those of us who have played the game a long time, the more static AC with a growing pool of hit points [I]feels[/I] like D&D. Of course, I'll admit that for those who started with 4e it probably doesn't feel like D&D. But with the AC system working the way it is, you have a pretty good idea that in most cases you'll have a harder chance of even hitting a group of knights in plate than a group of bandits in leather. It means something. There's still a variability, but for the most part they will be somewhere between an 11 and a 16, not including magic. Most likely on the lower end of that range. The knights will be 18, not including magic. That means something, since regardless of how you're handling AC and hit points, you can't kill something you don't hit. If the range is 11 to 30 for leather armor, and 18 to 35 for the plate armor, then there's still a range, but the variable is so great you really have no idea what you're getting into. Because now that 1st level character can't hit that level 20 creature. This is exactly the sort of thing that bounded accuracy is designed to alleviate. Imagine the town guard. If there are creatures that an under level 5 town guard, backed up with 0-1st level militia can't defend against because they can't even hit it, then the town no longer exists. Because the things that have 37 AC can just wander in without any risk whatsoever. Also, one of the biggest choices for affecting the scaling is Resistance. By providing resistance, you don't need as high a number of hit points, but it still favors the higher level characters since they are more likely to have something that bypasses the resistance. So I much prefer the current system. [/QUOTE]
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