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Bounded accuracy and more mundane heroes
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<blockquote data-quote="Jfdlsjfd" data-source="post: 7874728" data-attributes="member: 42856"><p>With bounded accuracy, low level opponents, in sufficient numbers, can still present a threat to even a high-level party, overwhelmed by the number of actions the crowd will have and not being nearly-immune to their attack. A high-level fighter can still be hit by a CR1 monster sometimes. </p><p></p><p>With bounded accuracy, and rare special expertise bonus nonwithstanding, a 20th level character should have 20 in his main ability and +6 proficiency bonus, so he'll roll at +11. Let's add a legendary item and it might be +14. But even on a 20, he won't be much above what a quite gifted but otherwise regular joe (+2 proficiency, +3 stat bonus, level 1) can sometimes do (max 34 against max 25). And the compressed spread makes it difficult to have a reduced overlap of the two ranges (newbie vs. superhero) given the large variation of the D20. </p><p></p><p>In most cases, I have played 5e adventures in the 1-10 range as my players tend to want to change games after some time, so I didn't notice it so much. In your experience of DM'ing at high level, have you noticed the endgame being "less superheroic" than in the 3.5 days (where you could engineer a acrobating run over liquid or semi-reliably fight on very narrow ledges)?</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 7874728, member: 42856"] With bounded accuracy, low level opponents, in sufficient numbers, can still present a threat to even a high-level party, overwhelmed by the number of actions the crowd will have and not being nearly-immune to their attack. A high-level fighter can still be hit by a CR1 monster sometimes. With bounded accuracy, and rare special expertise bonus nonwithstanding, a 20th level character should have 20 in his main ability and +6 proficiency bonus, so he'll roll at +11. Let's add a legendary item and it might be +14. But even on a 20, he won't be much above what a quite gifted but otherwise regular joe (+2 proficiency, +3 stat bonus, level 1) can sometimes do (max 34 against max 25). And the compressed spread makes it difficult to have a reduced overlap of the two ranges (newbie vs. superhero) given the large variation of the D20. In most cases, I have played 5e adventures in the 1-10 range as my players tend to want to change games after some time, so I didn't notice it so much. In your experience of DM'ing at high level, have you noticed the endgame being "less superheroic" than in the 3.5 days (where you could engineer a acrobating run over liquid or semi-reliably fight on very narrow ledges)? [/QUOTE]
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