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Breaking Bounded Accuracy: Proposed Fix
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<blockquote data-quote="Dausuul" data-source="post: 7521811" data-attributes="member: 58197"><p>Hmm. I don't think it will break anything, no. It will push the PCs away from using <em>bless</em> once they have some magic gear, which is probably a good thing.</p><p></p><p>My main concerns would be:</p><p></p><p>a) One more layer of calculation at the table. As things stand, when you get an item with pluses, you can factor the plus into your attack bonus and damage roll (for a weapon) or your AC (for armor) and then forget about it. You never have to consider it again unless you swap out gear. Now you have to keep that value separate in case you get buffed. It's not a ton of work, but these little things add up.</p><p></p><p>b) Not solving the biggest problem. There are a lot more things that buff attacks than AC, so the impact of this rule is primarily on magic weapons. In my experience, however, magic armor is by far the worse offender. Stacking up pluses to hit has diminishing returns; if you're already hitting 90% of the time, increasing that to 95% doesn't have that much effect. But stacking pluses to AC has <em>increasing</em> returns! In the most extreme case, reducing your enemy's chance to hit you from 10% to 5% is like doubling your hit points.</p><p></p><p>(This isn't a theoretical concern, either. I have seen a defensively oriented party become nearly unhittable for the typical monster, with just a couple of magic pluses on their armor. My solution was lots of minions with crappy attacks so the players felt like they were getting value from their insane AC; plus boss monsters with boosted attack rolls and/or spells to keep things challenging. But it would have been nice not having to plan every encounter around "can my monsters hit the PCs?")</p><p></p><p>So: I don't expect this will cause balance problems at your table, but I also think it won't do as much as you might hope.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 7521811, member: 58197"] Hmm. I don't think it will break anything, no. It will push the PCs away from using [I]bless[/I] once they have some magic gear, which is probably a good thing. My main concerns would be: a) One more layer of calculation at the table. As things stand, when you get an item with pluses, you can factor the plus into your attack bonus and damage roll (for a weapon) or your AC (for armor) and then forget about it. You never have to consider it again unless you swap out gear. Now you have to keep that value separate in case you get buffed. It's not a ton of work, but these little things add up. b) Not solving the biggest problem. There are a lot more things that buff attacks than AC, so the impact of this rule is primarily on magic weapons. In my experience, however, magic armor is by far the worse offender. Stacking up pluses to hit has diminishing returns; if you're already hitting 90% of the time, increasing that to 95% doesn't have that much effect. But stacking pluses to AC has [I]increasing[/I] returns! In the most extreme case, reducing your enemy's chance to hit you from 10% to 5% is like doubling your hit points. (This isn't a theoretical concern, either. I have seen a defensively oriented party become nearly unhittable for the typical monster, with just a couple of magic pluses on their armor. My solution was lots of minions with crappy attacks so the players felt like they were getting value from their insane AC; plus boss monsters with boosted attack rolls and/or spells to keep things challenging. But it would have been nice not having to plan every encounter around "can my monsters hit the PCs?") So: I don't expect this will cause balance problems at your table, but I also think it won't do as much as you might hope. [/QUOTE]
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