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General Tabletop Discussion
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Breaking Bounded Accuracy: Proposed Fix
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<blockquote data-quote="GreyLord" data-source="post: 7521650" data-attributes="member: 4348"><p>The thing is, I didn't see it was broken in the first place. HOWEVER, with that in mind, I don't see that your option breaks anything. If it works for the group, go with it. If anything, saves are already a little broken (if we are going for things that I might consider a tad broken) at higher levels in relation to other things (for example, spell saves) so leaving that for bless is probably a good idea.</p><p></p><p>Combat being focused on, if you leave the bonus to hit with the weapon but bless doesn't add anything (or, perhaps it's simply the one that gives the highest bonus and that's it...which is how many play it already in some circles), the game is designed to be perfectly played that way (or even played where players have NO bonuses whatsoever even).</p><p></p><p>I don't see it breaking anything.</p></blockquote><p></p>
[QUOTE="GreyLord, post: 7521650, member: 4348"] The thing is, I didn't see it was broken in the first place. HOWEVER, with that in mind, I don't see that your option breaks anything. If it works for the group, go with it. If anything, saves are already a little broken (if we are going for things that I might consider a tad broken) at higher levels in relation to other things (for example, spell saves) so leaving that for bless is probably a good idea. Combat being focused on, if you leave the bonus to hit with the weapon but bless doesn't add anything (or, perhaps it's simply the one that gives the highest bonus and that's it...which is how many play it already in some circles), the game is designed to be perfectly played that way (or even played where players have NO bonuses whatsoever even). I don't see it breaking anything. [/QUOTE]
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Community
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Breaking Bounded Accuracy: Proposed Fix
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