D&D General Explain Bounded Accuracy to Me (As if I Was Five)

Where is the progression?

This makes me wonder about the disconnect between the progression math and the player psychology.

Number Go Up is tried and true game design for progression, but what if D&D focused a bit more on horizontal growth instead of vertical growth? That is, you get new abilities that are about the same power level more than you get new abilities that are more powerful. For the fighter, it's like you get more magic weapons, but each weapon is still only adding 1d8 damage. More magic armor, but it's adding resistances or giving new ways to impose disadvantage on the attack rolls. Same power level, just more options for it.

Maybe we still have the Number Go Up, but it's big jumps. You get an entire tier or 5 levels at a time or something that really makes you feel like you're part of a new world. Your resistances become immunities, for instance. Your 1d8's become 2d10's. But then maybe you plateau there for a few levels. And you don't get those just from XP accumulation, but from big, momentous events. Like, if these could tie to resolving a PC's personal conflicts you could be very Shonen about it, where having an emotional breakthrough suddenly lets you punch out the villain who was beyond your ability just a few minutes ago. Or you could tie it to treasure for a dungeon crawl vibe (it's not just a +1 sword, it's a +5 sword!). Or you can tie it to slaying monsters for a bit of that old XP-for-killing-monsters vibe, but it'd be like, SLAYING A DRAGON or DESTROYING A LICH, not just bopping your 5th orc on the head.

I wonder if that would allow DMs to give progression when it "felt right" (like when the party was getting bored), rather than linking it tightly to play time. You could speed run a 1-20 game in like 4 encounters. :)

I guess the central idea I'm exploring there is, how important is vertical progression, especially over time, and especially in comparison to horizontal progression? Does Number need to Go Up as incrementally or as consistently as it does? Is there better or worse rates? Does it vary between groups? 5e today has a pretty well-assumed pace, and some built-in vertical/horizontal transitions...is it working well? Could it work better or be more flexible or more impactful?
 

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The former actually sounds like a pretty fun game to me.
Sure, until your 4th Wizard dies in turn 1 because you physically couldn't escape fast enough. Which is precisely the "rocket tag" problem--and was one of the most serious combat faults of 3.X (including PF1e), e.g. why Initiative could effectively determine the entirety of a combat's outcome, why SoD/SoS were such a huge issue (whoever fails a save first Just Loses), etc.

If this were instead a tactical battle game, e.g. something like the tactical battle environment from the Age of Wonders series, then such rules are perfectly copacetic. It's fine to have your hella-squishy mage be absolutely eaten for lunch if it gets caught off-sides. That's not the entirety of your personal contribution to combat; indeed, it's rarely more than 20% of your contribution.

But when literally the entirety of your ability to play is in a "one single bad decision and you're now sitting there bored for at least 20 minutes," that's a pretty big problem. Some people most assuredly enjoy such stakes. A lot of people really, really don't.
 

This makes me wonder about the disconnect between the progression math and the player psychology.

Number Go Up is tried and true game design for progression, but what if D&D focused a bit more on horizontal growth instead of vertical growth? That is, you get new abilities that are about the same power level more than you get new abilities that are more powerful. For the fighter, it's like you get more magic weapons, but each weapon is still only adding 1d8 damage. More magic armor, but it's adding resistances or giving new ways to impose disadvantage on the attack rolls. Same power level, just more options for it.

Maybe we still have the Number Go Up, but it's big jumps. You get an entire tier or 5 levels at a time or something that really makes you feel like you're part of a new world. Your resistances become immunities, for instance. Your 1d8's become 2d10's. But then maybe you plateau there for a few levels. And you don't get those just from XP accumulation, but from big, momentous events. Like, if these could tie to resolving a PC's personal conflicts you could be very Shonen about it, where having an emotional breakthrough suddenly lets you punch out the villain who was beyond your ability just a few minutes ago. Or you could tie it to treasure for a dungeon crawl vibe (it's not just a +1 sword, it's a +5 sword!). Or you can tie it to slaying monsters for a bit of that old XP-for-killing-monsters vibe, but it'd be like, SLAYING A DRAGON or DESTROYING A LICH, not just bopping your 5th orc on the head.

I wonder if that would allow DMs to give progression when it "felt right" (like when the party was getting bored), rather than linking it tightly to play time. You could speed run a 1-20 game in like 4 encounters. :)

I guess the central idea I'm exploring there is, how important is vertical progression, especially over time, and especially in comparison to horizontal progression? Does Number need to Go Up as incrementally or as consistently as it does? Is there better or worse rates? Does it vary between groups? 5e today has a pretty well-assumed pace, and some built-in vertical/horizontal transitions...is it working well? Could it work better or be more flexible or more impactful?
Some editions had more room for horizontal growth than vertical, 5e designs against that. The easiest example would be 3.x skills. Yes the skill ladder went to "43: Track a goblin that passed over hard rocks a week ago, and it snowed yesterday", but generally well before that DC's edged into "yea we all knew bob never had a chance even if he rolled high & that the roll was just to see how he failed" because at some point players gain more value from investing in making some secondary or even cross class skill to be good enough for common basics like a wizard climbing a tree or a barbarian holding a conversation rather than continuing to pump up a couple already great key skills. the 5e skill system designs against both of those options in service of bounded accuracy. Having weapons with mechanical hooks to provide room for playing with crit range/crit mod damage dice/meaningful damage type/etc was another example of how horizontal growth requires depth that 5e simplified away.
 

This makes me wonder about the disconnect between the progression math and the player psychology.

Number Go Up is tried and true game design for progression, but what if D&D focused a bit more on horizontal growth instead of vertical growth? That is, you get new abilities that are about the same power level more than you get new abilities that are more powerful. For the fighter, it's like you get more magic weapons, but each weapon is still only adding 1d8 damage. More magic armor, but it's adding resistances or giving new ways to impose disadvantage on the attack rolls. Same power level, just more options for it.

Maybe we still have the Number Go Up, but it's big jumps. You get an entire tier or 5 levels at a time or something that really makes you feel like you're part of a new world. Your resistances become immunities, for instance. Your 1d8's become 2d10's. But then maybe you plateau there for a few levels. And you don't get those just from XP accumulation, but from big, momentous events. Like, if these could tie to resolving a PC's personal conflicts you could be very Shonen about it, where having an emotional breakthrough suddenly lets you punch out the villain who was beyond your ability just a few minutes ago. Or you could tie it to treasure for a dungeon crawl vibe (it's not just a +1 sword, it's a +5 sword!). Or you can tie it to slaying monsters for a bit of that old XP-for-killing-monsters vibe, but it'd be like, SLAYING A DRAGON or DESTROYING A LICH, not just bopping your 5th orc on the head.

I wonder if that would allow DMs to give progression when it "felt right" (like when the party was getting bored), rather than linking it tightly to play time. You could speed run a 1-20 game in like 4 encounters. :)

I guess the central idea I'm exploring there is, how important is vertical progression, especially over time, and especially in comparison to horizontal progression? Does Number need to Go Up as incrementally or as consistently as it does? Is there better or worse rates? Does it vary between groups? 5e today has a pretty well-assumed pace, and some built-in vertical/horizontal transitions...is it working well? Could it work better or be more flexible or more impactful?
Hmm. Based on some ideas I got from my "class in fiction" thread a few weeks back, I've been kicking around the idea of a 5e hack where leveling stops at 5 (much like the old e6 idea for 3e). The main difference is although every class stops at 5, the characters can multiclass/gestalt indefinitely. Story progression allows the characters to find new classes, and major story elements will allow them to eventually break the level 5 limit and get to 6 or even 7.
 

at some point players gain more value from investing in making some secondary or even cross class skill to be good enough for common basics like a wizard climbing a tree or a barbarian holding a conversation rather than continuing to pump up a couple already great key skills.
I'm kind of a critic of skill systems in general, so to me a system that is ranked more by tiers is a little appealing to me. :) But I think that "you can't get much use out of another +1" isn't a great way to stop people from investing another +1, in part because of how immensely satisfying Number Go Up is.

I prefer the 5e method of limiting the things that can give you +1. Advantage/Disadvantage is a wonderful inoculation against that.

Having weapons with mechanical hooks to provide room for playing with crit range/crit mod damage dice/meaningful damage type/etc was another example of how horizontal growth requires depth that 5e simplified away.

Part of me loves how easy weapons are to re-flavor now, but sameyness is definitely the cost. Do we want weapon selection to matter or not? 5e says "not really." Sounds like the 2024 version is going to have more to say on this, at least a bit.
 

I can see where that could make some sense. A trait like "Minionable" that might be left off certain kinds of creatures or named NPCs. But the main rule process would be based on the PC's level rather than an actual shift in monster statistics.
Yeah, that's the idea anyway.

There still would be some level of battlefield admin complication if there are lower-levelled allies participating in the battle, but it'd be limited to "PCs get to ignore HP for x, y, and z enemy types, while every other participant follows rules as normal"

And making it monster-side avoid might help in keeping immersion, since the players wouldn't have powers that lead them to query the CR of the monsters they are fighting.
 

Sure, until your 4th Wizard dies in turn 1 because you physically couldn't escape fast enough. Which is precisely the "rocket tag" problem--and was one of the most serious combat faults of 3.X (including PF1e), e.g. why Initiative could effectively determine the entirety of a combat's outcome, why SoD/SoS were such a huge issue (whoever fails a save first Just Loses), etc.

If this were instead a tactical battle game, e.g. something like the tactical battle environment from the Age of Wonders series, then such rules are perfectly copacetic. It's fine to have your hella-squishy mage be absolutely eaten for lunch if it gets caught off-sides. That's not the entirety of your personal contribution to combat; indeed, it's rarely more than 20% of your contribution.

But when literally the entirety of your ability to play is in a "one single bad decision and you're now sitting there bored for at least 20 minutes," that's a pretty big problem. Some people most assuredly enjoy such stakes. A lot of people really, really don't.
It can be overcome with some serious design changes. Spells would essentially have to replace Hit Points as the caster's ablative resource; the system would probably work better with spell points instead of slots to allow for more granularity (although a hybrid system might work).

Essentially, every caster would get something like the Bladesigner's Song of Defense feature, allowing them to trade spell slots for defense, at a fairly poor conversion rate. Other spells might allow them better specific defense (why eat melee attacks when you misty step away?) A well-protected caster will be a huge contributor, a poorly protected or risk-taking caster could easily lose the bulk of their resources just to stay alive.
 

This makes me wonder about the disconnect between the progression math and the player psychology.

Number Go Up is tried and true game design for progression, but what if D&D focused a bit more on horizontal growth instead of vertical growth? That is, you get new abilities that are about the same power level more than you get new abilities that are more powerful. For the fighter, it's like you get more magic weapons, but each weapon is still only adding 1d8 damage. More magic armor, but it's adding resistances or giving new ways to impose disadvantage on the attack rolls. Same power level, just more options for it.

Maybe we still have the Number Go Up, but it's big jumps. You get an entire tier or 5 levels at a time or something that really makes you feel like you're part of a new world. But then maybe you plateau there for a few levels. And you don't get those just from XP accumulation, but from big, momentous events. Like, if these could tie to resolving a PC's personal conflicts you could be very Shonen about it, where having an emotional breakthrough suddenly lets you punch out the villain who was beyond your ability just a few minutes ago. Or you could tie it to treasure for a dungeon crawl vibe (it's not just a +1 sword, it's a +5 sword!). Or you can tie it to slaying monsters for a bit of that old XP-for-killing-monsters vibe, but it'd be like, SLAYING A DRAGON or DESTROYING A LICH, not just bopping your 5th orc on the head.

I wonder if that would allow DMs to give progression when it "felt right" (like when the party was getting bored), rather than linking it tightly to play time. You could speed run a 1-20 game in like 4 encounters. :)

I guess the central idea I'm exploring there is, how important is vertical progression, especially over time, and especially in comparison to horizontal progression? Does Number need to Go Up as incrementally or as consistently as it does? Is there better or worse rates? Does it vary between groups? 5e today has a pretty well-assumed pace, and some built-in vertical/horizontal transitions...is it working well? Could it work better or be more flexible or more impactful?
Do you remember, back in the early days of "D&D Next," when they actually talked about this very idea? It didn't end up happening there either. Thing is, this approach is really hard. For a lot of reasons:

1. Horizontal progression (hereafter, h-prog) is dramatically harder than vertical, because v-prog is usually pretty easy to summarize (e.g. 4e's baseline half-level bonus), while h-prog is necessarily far more voluminous.
2. H-prog requires significantly more meaning infused in, which rarely generalizes well. That is, as you say, "slaying a dragon" or "destroying a lich" are examples that are generically meaningful, but really good h-prog usually requires being able to respond to unique things, like (to steal from my DW game) "absorbing the power of my fiendish ancestor from a group of exploited tieflings, so they can chart their own destiny without its influence" or "being forced to see the higher-dimensional space my reality is embedded in, and as a result, developing rudimentary magic I don't understand."
3. As noted by I'm A Banana, h-prog starts off at a satisfaction disadvantage. Make Number Go Up is straight-up Skinner Box stuff, it tickles the little grey cells automatically. H-prog has to prove that it is progression in the first place, otherwise it just feels like "more of the same."
4. H-prog has a problem you rarely see with v-prog: choices between alternatives. One of the big problems with Battle Master design, for example, is that a lot of maneuvers...well, frankly they suck by comparison. They just aren't worth taking. V-prog doesn't have that same "it isn't worth taking" effect, because (at least in most D&D implementations) you don't get a choice, you just get Numbers Go Up. Because h-prog permits choice, it requires that the choices be fairly close to equal utility, otherwise you run into serious diminishing returns, which can make "higher" (broader?) levels deeply unsatisfying.

There are probably more but I'm tired and need to lay down. Point being, horizontal progression has some pretty serious design hurdles that just aren't present with (most implementations of) vertical growth.

the 5e skill system designs against both of those options in service of bounded accuracy.
Personally, I prefer skills which can grow a little if you deeply invest in them, but which are already innately quite broad--so picking up a new skill is actually quite strong, especially if you can do so while gaining other benefits alongside. "Arcana" isn't just a list of narrowly-defined specific applications. It's the one-stop shopping center for anything to do with esoteric magical weirdness that isn't from the gods or from nature. Medicine isn't just for a couple specific things, it's literally anything to do with living sapient bodies (non-sapient bodies would be Nature or, if it's separate, Beast-lore.) History isn't just a handful of dry facts, but genuinely comprehensive humanities, including stuff like law, (academic) politics, military theory, etc.

Under that regime, every skill is a powerful arrow in your quiver, but you don't have to run a Red Queen's race just to get access to their useful benefits.

Having weapons with mechanical hooks to provide room for playing with crit range/crit mod damage dice/meaningful damage type/etc was another example of how horizontal growth requires depth that 5e simplified away.
Believe it or not, I actually have like 95% of a "design your own weapons" subsystem written up. It's based on the 4e weapon groups and properties, but there's not really any reason it couldn't work in 5e (and, indeed, some of my ideas were used in BG3! I've even "stolen" one in return, which BG3 calls "Tenacity"--the one that deals flat damage even on a miss.) I also went through and evaluated and re-balanced the existing weapons of 4e to fit the "build-a-weapon" format--ironically, developing the format wasn't much harder than adjusting the handful of outlier cases and coming up with new cool properties people could choose from.
 

This makes me wonder about the disconnect between the progression math and the player psychology.

Number Go Up is tried and true game design for progression, but what if D&D focused a bit more on horizontal growth instead of vertical growth? That is, you get new abilities that are about the same power level more than you get new abilities that are more powerful. For the fighter, it's like you get more magic weapons, but each weapon is still only adding 1d8 damage. More magic armor, but it's adding resistances or giving new ways to impose disadvantage on the attack rolls. Same power level, just more options for it.

Maybe we still have the Number Go Up, but it's big jumps. You get an entire tier or 5 levels at a time or something that really makes you feel like you're part of a new world. Your resistances become immunities, for instance. Your 1d8's become 2d10's. But then maybe you plateau there for a few levels. And you don't get those just from XP accumulation, but from big, momentous events. Like, if these could tie to resolving a PC's personal conflicts you could be very Shonen about it, where having an emotional breakthrough suddenly lets you punch out the villain who was beyond your ability just a few minutes ago. Or you could tie it to treasure for a dungeon crawl vibe (it's not just a +1 sword, it's a +5 sword!). Or you can tie it to slaying monsters for a bit of that old XP-for-killing-monsters vibe, but it'd be like, SLAYING A DRAGON or DESTROYING A LICH, not just bopping your 5th orc on the head.

I wonder if that would allow DMs to give progression when it "felt right" (like when the party was getting bored), rather than linking it tightly to play time. You could speed run a 1-20 game in like 4 encounters. :)

I guess the central idea I'm exploring there is, how important is vertical progression, especially over time, and especially in comparison to horizontal progression? Does Number need to Go Up as incrementally or as consistently as it does? Is there better or worse rates? Does it vary between groups? 5e today has a pretty well-assumed pace, and some built-in vertical/horizontal transitions...is it working well? Could it work better or be more flexible or more impactful?
I have yet to play it myself so I cannot speak of how well it works in practice, but Icon RPG is a system where character growth in combat is very horizontal. As you gain levels you learn more abilities you can use and some abilities gain more utility and synergy, but very little of the design is about numbers increasing.

Funnily enough outside of combat growth is very vertical though.
 

I prefer the 5e method of limiting the things that can give you +1. Advantage/Disadvantage is a wonderful inoculation against that.
While having too many forms of various bonus is bad, Advantage/Disadvantage has proven that there are weaknesses with having effectively none, too.

That is, now, all you do is grub until you have Advantage and then you stop thinking about it. It's no longer even remotely tactical--just do whatever it takes to get Advantage, then stop caring. Moreover, because Advantage is both the weapon of first resort and last resort, it gets handed out like candy (a think I bitterly predicted before 5e was even properly published), meaning there's even less caring than before. And you can't meaningfully introduce mechanics that interfere with or modify Advantage, because they'd be massively OP (consider Elven Accuracy, inarguably one of the most powerful combat feats in all of 5e, and arguably the second-best general feat, after Lucky...which is cut from effectively the same cloth!)

I get that folks hate having to add up a bunch of stuff each and every time they want to do something, that it feels like doing your taxes just to get a single roll out. I really do get that, and 3e (and to a lesser extent 4e) had problems with having a few too many, too....particulate bonuses. But 5e has absolutely swung too far in the other direction, flattening any possibility of depth or interesting mechanical interactions and discouraging players from actually thinking about, and engaging with, their environment beyond a token effort.
 

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