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Community
General Tabletop Discussion
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Breaking Bounded Accuracy: Proposed Fix
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<blockquote data-quote="Hawk Diesel" data-source="post: 7521928" data-attributes="member: 59848"><p>I have never really had an issue with bounded accuracy. But I do things a bit differently than the average DM. I have an Excel spreadsheet that compiles a bunch of the numerical mechanics for each player. This includes Hit Points, AC, Attack Bonus, Spell DC, Saving Throws, and Skill Bonuses, just to name a few. I then have the sheet automatically calculate appropriate enemy AC, Attack Bonus, Save / Skill DCs, ect. It's set to churn out easy AC / DC (will succeed 75% of the time), Medium (succeed 50% of the time), and Hard (succeed less than 25% of the time). </p><p></p><p>Using this not only helps me create encounters that are appropriate challenges, but it lets me throw together encounters very quickly on the fly. The only time this might break is when one player has a an attack bonus or AC that is very high or low compared to the party average, but such players are building their characters in that way. It throws off the numbers a bit, but thus far it has been a pretty successful system.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7521928, member: 59848"] I have never really had an issue with bounded accuracy. But I do things a bit differently than the average DM. I have an Excel spreadsheet that compiles a bunch of the numerical mechanics for each player. This includes Hit Points, AC, Attack Bonus, Spell DC, Saving Throws, and Skill Bonuses, just to name a few. I then have the sheet automatically calculate appropriate enemy AC, Attack Bonus, Save / Skill DCs, ect. It's set to churn out easy AC / DC (will succeed 75% of the time), Medium (succeed 50% of the time), and Hard (succeed less than 25% of the time). Using this not only helps me create encounters that are appropriate challenges, but it lets me throw together encounters very quickly on the fly. The only time this might break is when one player has a an attack bonus or AC that is very high or low compared to the party average, but such players are building their characters in that way. It throws off the numbers a bit, but thus far it has been a pretty successful system. [/QUOTE]
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Community
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Breaking Bounded Accuracy: Proposed Fix
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