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General Tabletop Discussion
*Dungeons & Dragons
5th Edition has broken Bounded Accuracy
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<blockquote data-quote="Bacon Bits" data-source="post: 6631407" data-attributes="member: 6777737"><p>This is what I thought for a awhile time, too. Unfortunately, it doesn't work out. The best ranged weapons deal an average of 10 damage with ability modifier. If you hit on an 11, you either deal 5 damage (50% chance of 10 damage) or you deal 5 damage (25% chance of 20 damage). [Crits don't affect anything, because they add the same amount of damage and happen equally as often.] If you need less than an 11, then the feat is better. You need 12 weapon + ability damage to catch up if you need a 10 to hit. You need 14 weapon + ability damage to catch up if you need a 9 to hit.</p><p></p><p>That still may not seem so bad, but needing a 9 or 11 to hit eventually covers basically <em>everything</em>. At high level, rolling an 11 gives you 11 + 6 + 5 = AC 22. Basically nothing has AC 22. Hell, basically nothing has AC 20. So, at high level, you should always use the ability. If the average AC is 15, then at high level with no magic you hit on a 4. Your base weapon + ability mod needs to deal 24 damage to make not using it break even.</p><p></p><p>From pretty much level 8-10 (earlier if you have the Archery style or find magic weapons) and on, you'll just be using the feat all the time. It's mathematically correct.</p><p></p><p>You can make it significantly less appealing by making it +7 damage, but you have to be careful. Changing it to +5 damage makes it basically never worth it except with odd weapons like the blowgun.</p><p></p><p>Personally, I find this kind of math poor game design. I'd rather the feats did something in limited circumstances, like against creatures that resist damage or against creatures with certain characteristics. As it is, it doesn't add flavor to the game. It just adds math.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 6631407, member: 6777737"] This is what I thought for a awhile time, too. Unfortunately, it doesn't work out. The best ranged weapons deal an average of 10 damage with ability modifier. If you hit on an 11, you either deal 5 damage (50% chance of 10 damage) or you deal 5 damage (25% chance of 20 damage). [Crits don't affect anything, because they add the same amount of damage and happen equally as often.] If you need less than an 11, then the feat is better. You need 12 weapon + ability damage to catch up if you need a 10 to hit. You need 14 weapon + ability damage to catch up if you need a 9 to hit. That still may not seem so bad, but needing a 9 or 11 to hit eventually covers basically [I]everything[/I]. At high level, rolling an 11 gives you 11 + 6 + 5 = AC 22. Basically nothing has AC 22. Hell, basically nothing has AC 20. So, at high level, you should always use the ability. If the average AC is 15, then at high level with no magic you hit on a 4. Your base weapon + ability mod needs to deal 24 damage to make not using it break even. From pretty much level 8-10 (earlier if you have the Archery style or find magic weapons) and on, you'll just be using the feat all the time. It's mathematically correct. You can make it significantly less appealing by making it +7 damage, but you have to be careful. Changing it to +5 damage makes it basically never worth it except with odd weapons like the blowgun. Personally, I find this kind of math poor game design. I'd rather the feats did something in limited circumstances, like against creatures that resist damage or against creatures with certain characteristics. As it is, it doesn't add flavor to the game. It just adds math. [/QUOTE]
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5th Edition has broken Bounded Accuracy
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