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Bounded Accuracy L&L
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<blockquote data-quote="I'm A Banana" data-source="post: 5933707" data-attributes="member: 2067"><p>For masses of creatures, you may see an (optional) return to something like the minion rules: you can just assume the average for most of them, roll for a few lucky ones, and get on with yer life. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>For noncombat elements, let me say that HP roughly equals "Number of Successes," so picking a lock or convincing a guard might require now a QUANTITY of successful checks, rather than just one or two really high rolls. A better-quality lock might not just be a tougher DC, it might also require 3 or 4 successful checks to unlock. A stubborn guard isn't a higher DC, he's just going to withstand more checks. You could call this a "threshold," and let the whole party contribute to solving the problem, especially if there's a hazard for failure (or even just some shotclock mechanic, like after failing a check (or STATMOD checks), you can't try again until after your next extended rest). </p><p></p><p>It's not too shabby.</p><p></p><p>Though I never had much of a problem with the escalating DC's, I am also not particularly attached to them. This mechanic shows great promise, and I'm eager to see more.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5933707, member: 2067"] For masses of creatures, you may see an (optional) return to something like the minion rules: you can just assume the average for most of them, roll for a few lucky ones, and get on with yer life. ;) For noncombat elements, let me say that HP roughly equals "Number of Successes," so picking a lock or convincing a guard might require now a QUANTITY of successful checks, rather than just one or two really high rolls. A better-quality lock might not just be a tougher DC, it might also require 3 or 4 successful checks to unlock. A stubborn guard isn't a higher DC, he's just going to withstand more checks. You could call this a "threshold," and let the whole party contribute to solving the problem, especially if there's a hazard for failure (or even just some shotclock mechanic, like after failing a check (or STATMOD checks), you can't try again until after your next extended rest). It's not too shabby. Though I never had much of a problem with the escalating DC's, I am also not particularly attached to them. This mechanic shows great promise, and I'm eager to see more. [/QUOTE]
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