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General Tabletop Discussion
*Dungeons & Dragons
Alternative to magic weapons and armor so they do not break bounded accuracy.
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<blockquote data-quote="cooperjer" data-source="post: 6966464" data-attributes="member: 6862150"><p>I agree that the bonus to hit with magic items in the game can make the game much easier and thus potentially more boring for the players. I'm not sure if there is an easy way to resolve the bonus to hit. </p><p></p><p>The idea of more damage but no increase in to hit shortens combat time significantly and will decrease the threat that the players feel during combat. To compensate for this I would increase the HP of the monsters to ensure the players feel their PCs have some threat to them in any particular encounter. An increase in the monster HP thus negates the increase in damage, so why give out the sword with a bonus to damage. </p><p></p><p>The idea of re-rolling the d20 based on the magic bonus (+1 = reroll 1's; +2 = reroll 1, 2, 3; +3 = reroll 1, ..., 6) statistically is nearly the same mean value as adding the value to the originally dice roll and adds more time for a player rerolling dice during combat play. This will slow combat down. If slowing combat down is not a concern then this idea will help with the bounded accuracy.</p><p></p><p>A third idea is to grant inspiration at the beginning of an encounter based on the magic bonus. For example: a +1 weapon grants a player on inspiration at time of initiative. A +3 might grant six inspiration at time of initiative. Depending on your rules for inspiration this will help PCs shine with the magic item. This potentially gives a bonus to crits, and allows re-rolls of a d20 in case of failure. Since this benefit is inspiration it could also apply to saves during combat.</p><p></p><p>The bonus to AC is also a tough one to address. The monsters tend to have low to hit values when designing encounters that use several (7+) lower level monsters. A +1 plate armor character vs. a hoard of orcs is like a character in a tank. No risk to the character and a potentially board player. Damage reduction might be the way to use this one, where +1 is 3 points of reduction to +3 is 9 points of reduction. i.e. x3 multiplier in reduction. In my experience the 9 point reduction could be 1/3 to 1/2 of the damage reduced from any given attack at mid-level.</p><p></p><p>Alternatively, the player could also receive inspiration at the beginning of an encounter based on the bonus of the armor. In this way the inspiration could be used to give disadvantage to the NPC for attacks, saves, etc.</p><p></p><p>The addition of large amount of HP to a PC decreases the threat the player may feel in an encounter. If you think about the damage a fireball does (about 26) or consider the average damage of a monster by CR the bonus to HP could also be given. Possibly add three hit's worth of HP to the character for each bonus.</p></blockquote><p></p>
[QUOTE="cooperjer, post: 6966464, member: 6862150"] I agree that the bonus to hit with magic items in the game can make the game much easier and thus potentially more boring for the players. I'm not sure if there is an easy way to resolve the bonus to hit. The idea of more damage but no increase in to hit shortens combat time significantly and will decrease the threat that the players feel during combat. To compensate for this I would increase the HP of the monsters to ensure the players feel their PCs have some threat to them in any particular encounter. An increase in the monster HP thus negates the increase in damage, so why give out the sword with a bonus to damage. The idea of re-rolling the d20 based on the magic bonus (+1 = reroll 1's; +2 = reroll 1, 2, 3; +3 = reroll 1, ..., 6) statistically is nearly the same mean value as adding the value to the originally dice roll and adds more time for a player rerolling dice during combat play. This will slow combat down. If slowing combat down is not a concern then this idea will help with the bounded accuracy. A third idea is to grant inspiration at the beginning of an encounter based on the magic bonus. For example: a +1 weapon grants a player on inspiration at time of initiative. A +3 might grant six inspiration at time of initiative. Depending on your rules for inspiration this will help PCs shine with the magic item. This potentially gives a bonus to crits, and allows re-rolls of a d20 in case of failure. Since this benefit is inspiration it could also apply to saves during combat. The bonus to AC is also a tough one to address. The monsters tend to have low to hit values when designing encounters that use several (7+) lower level monsters. A +1 plate armor character vs. a hoard of orcs is like a character in a tank. No risk to the character and a potentially board player. Damage reduction might be the way to use this one, where +1 is 3 points of reduction to +3 is 9 points of reduction. i.e. x3 multiplier in reduction. In my experience the 9 point reduction could be 1/3 to 1/2 of the damage reduced from any given attack at mid-level. Alternatively, the player could also receive inspiration at the beginning of an encounter based on the bonus of the armor. In this way the inspiration could be used to give disadvantage to the NPC for attacks, saves, etc. The addition of large amount of HP to a PC decreases the threat the player may feel in an encounter. If you think about the damage a fireball does (about 26) or consider the average damage of a monster by CR the bonus to HP could also be given. Possibly add three hit's worth of HP to the character for each bonus. [/QUOTE]
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Alternative to magic weapons and armor so they do not break bounded accuracy.
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