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

Interesting shortcut, but fails to take into account the disparity in combat ability between 17th-level characters of different classes.

This would be better if used in something like a 3e system where every character has a built-in BAB score; 'minion 17' would mean it's a minion to anyone with a BAB of +17 or higher but BAB of +16 or lower have to kill it the hard way.
I use a houserule of "fightin' levels"

It's like caster levels but for fightin'

The main rule for it is. If you hit a creature with 10 level fightin' levels less than you, it must make a CON save or drop to 0 HP. Their defenses are so outmatched by your offence that you can't defend it.

20 fightin' levels less and there's no save, they just die. RIPepperoni.

No, the master samurai isn't rolling damage against the common orc. This "katana throat love story time" over here.
 

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And that will be the only thing you get better at, because you blew everything you had on doing so. Everything else is locked quite hard in place--and because 5e is just as much a Red Queen's Race as 3e was, just with lower numbers, you're still falling behind on all the things that don't get better. WotC themselves got caught by this, with what I call the "ghoul surprise." Because saving throws don't get better but save DCs get harder, you become more susceptible to danger at higher levels.

(And this, incidentally, is precisely why you want a half-level bonus, as opposed to no bonus at all. Because the enemies do actually get tougher! And now 5e characters fall behind on every save they aren't proficient with. Which was one of the extremely few criticisms semi-permitted of early 5e.)
Sure. I'm not saying that we should do this for 5e. 5e has already been balanced around resource attrition focusing on hit points. I'm refuting the incorrect notion that you must have something balloon. You don't. And you can still advance at a decent rate without any ballooning.

As for becoming more susceptible to danger at higher levels. I don't think WotC got caught with their pants down. What I think is that they account for it in the hit points math. High level PCs have so many hit points and resources that they need to be hit with effects more often to compensate. I don't think it's good design, but I think that's why we see saves get worse over time.
That's straight-up contrary to what the designers actually said--the literal words they used.
Can you show those words? I remember them saying creatures would be dangerous for a longer period, not that they would be dangerous forever.
Except that you do--because that's exactly what "ballooning" is defined to be by most folks who invoke the term. Having things be useful for 8 or 10 levels is a barely tolerable floor, not an excessive ceiling.
Then they are using it wrong. Ballooning is excessive increases, not moderate ones like I am talking about.
 


I use a houserule of "fightin' levels"

It's like caster levels but for fightin'

The main rule for it is. If you hit a creature with 10 level fightin' levels less than you, it must make a CON save or drop to 0 HP. Their defenses are so outmatched by your offence that you can't defend it.

20 fightin' levels less and there's no save, they just die. RIPepperoni.

No, the master samurai isn't rolling damage against the common orc. This "katana throat love story time" over here.
this reminds me of that one idea i posed a while back of giving martial damage a multiplier of 1 plus the number of tiers lower then you whatever you're hitting is. so like if you're a level 20 fighter hitting a cr 2 ogre, you're doing 4 times damage to it, since you're tier 4 and it's tier 1.
 


I've always gotten it. From day one I said that they over bounded accuracy. What I'm disagreeing with is that moderate increases are ballooning and/or that ballooning must always be present no matter how you design a game. :)
I didn't say you have to balloon something.

I said if you overbound one aspect, in order to maintain the D&D feel you must balloon another aspect.

You can flatten or slow everything but it won't feel like any edition of D&D nor idealized versions of them.. The backlash would make 4e look like 5e.
 

I said if you overbound one aspect, in order to maintain the D&D feel you must balloon another aspect.

You can flatten or slow everything but it won't feel like any edition of D&D nor idealized versions of them.. The backlash would make 4e look like 5e.
FWIW, we've run multiple campaigns without ballooning hit points, and it felt very much still like D&D (more like AD&D, honestly).

You can, literally, cut hit points in half and the game still plays great IMO. It might not "feel" like D&D to you, but it certainly does to me and the people I play with. 🤷‍♂️
 

i wonder if you could have a small array of 'bonus types' that you can only have one of each, so you can still strategise about aquiring different bonuses but the total number of potential numbers you're adding is capped so the stacking doesn't get too stupid and you don't have 12 different +1s, 2s and 3s to add.
so for example you'd have:
your inherent flat bonus (PB/expertise+Modifier)
an external flat bonus (pass without trace, aura of protection)
a rolled dice bonus (bardic inspiration, bless)
and adv/dis
Yeah, others already covered--this is what 4e actually did. It's just the list is
  • Feat
  • Power
  • Item
  • Racial
  • Enhancement (e.g. the +4 from "+4 Vorpal Sword" or the +2 from "+2 Platemail of Vigor")
  • Proficiency (+2 for most weapons, +3 for a few high-accuracy weapons.)
  • And the dreaded "Untyped" bonus...which there were MANY MANY untyped bonuses.
(Technically, "Armor" and "Shield" are also bonus types, but they're never used for anything but AC or defenses, so you mostly just budget them in and then reduce those defenses if you drop/throw your shield or the like.)

Given Armor, Shield, Proficiency, Racial, and Enhancement bonuses are pretty static most of the time (except when equipping new gear or, like, throwing your shield at someone or the like), that really only leaves Feat, Power, Item, and Untyped. The problem is, while there was decent depth to the first three of those...Untyped was allowed to run amok, even as a 4e fan I won't deny that.

So, from a certain perspective, what you describe had already been done. It's just that it has a big huge loophole, rather in the mirror image of what Ad/Dis is now: profligate use of a particular mechanic (untyped, Ad/Dis) to the detriment of the game's design. I wouldn't at all fault someone enamored with Ad/Dis for saying "hell no! We tried that and it didn't fix the problem at all!" But I would hope that said person would recognize that Ad/Dis itself has a very similar problem, just on the polar opposite end of the spectrum.

Where, exactly, the happy medium lies...I don't know. But we have to have something better than, and between, "a bazillion bonuses festooning out of every orifice" and "the game actively resists the inclusion of depth beyond 'get one single perk and stop caring'."

Maybe, just maybe, progression isn't everything?
I mean, it surely isn't, but there's a pretty big gap between "isn't everything" and "isn't anything", and progression is real damn important for the D&D experience. And I can say "the" D&D experience, rather than simply "an" or even "some," because we can trace it right back to Gygax and (I presume) Arneson. At least for the games where Gygax actually allowed players to play powerful beings (e.g., he allowed one player to play a balrog), he made one stipulation: you must start out weak and grow into your full power. So that balrog had been stripped of his powers, and he was on a quest to regain them. IIRC, there was also a youngling gold dragon somewhere along the way, who wasn't a total pushover, but had a long, long way to go before they were doling out the harshness like an ancient worm.

Progression has always been a key part of the D&D experience. That doesn't mean it is necessarily equally valued or desired by all who play or have played. Nothing guarantees that folks playing a game actually do value the things the game tells them are worthy of being valued. But it is simply the truth that the kind of game D&D is, a fundamental bedrock part of the experience it offers, is the feeling of progression from being relatively "green" to being relatively "expert", of growing from humble beginnings to lives of power and influence. That's also why you had things like Fighters becoming landed gentry, Clerics overseeing a temple, Wizards putting down towers and getting students, etc. Demonstrations of gained mastery and authority.

In the absence of progression, there's a very real risk of someone asking, "So...why are we doing this?"--as in, why are we playing D&D?--and nobody having an answer beyond "it's a thing someone said we could do."

The answer there is to take away the have-to-make-a-choice element by simply baking most of the h-prog into the classes. You get to x-number of xp in class A, you gain this ability. Get to y-number, you gain that ability.

Then the only point of choice becomes what class to take, or to multi into. Once you're in a class, it's all hard-wired.
What you describe sounds like vertical progression to me. You must be at least X levels tall to ride Y action. It doesn't sound horizontal in the slightest.

Perhaps it still feels like not enough, even when taken as a whole? 🤷‍♂️
The problem is, progress-feels do not stack linearly. Even if you could somehow prove mathematically that two moderate-impact things provide exactly half as much progression as one single high-impact thing, people will feel more progression from the latter, even though they "should" feel the same. Sort of like how two lights, each at exactly half the luminosity of one single big light, will appear dimmer than the single light unless you're very far away relative to the spacing between them. The more you divide, the smaller the impact will feel.

And feel--presentation, execution, demonstration--has proven to be a very important thing.
 

FWIW, we've run multiple campaigns without ballooning hit points, and it felt very much still like D&D (more like AD&D, honestly).

You can, literally, cut hit points in half and the game still plays great IMO. It might not "feel" like D&D to you, but it certainly does to me and the people I play with. 🤷‍♂️
I have played in a game where the DM used houserules to lower 5e HP, gold, slots, magic bonuses, etc to make it more "old school".

Campaign died. Because we only have story incentives to progress. So when the narrative wasn't hitting, people stopped getting hyped to play those characters and started missing sessions or rescheduling. And we hung out to do other stuff instead of D&D.

And I felt it. I wasn't excited to have my wizard delve into a dungeon to get practically nothing again and level up to get practically nothing again and replace dead party members... again.

This isn't to say that you can't play a flatter game. I've played in fantasy games with lesser progression. But they were almost all lower combat with other themes like intrigue, mystery, war, or horror.
 

That's a much richer environment, without giving such massive spread to the possible benefits. The problem is, flattening a deep thing is, in this case, dramatically easier than adding depth to a flat thing. It's quite easy to say, "Any time something would give you a Perk or Edge, you have Advantage, and Advantage does not stack (and likewise for Hitch/Fault and Disadvantage)." It's pretty much impossible to re-work every single thing that only gives Ad/Dis so that the above system is integrated in a way that's both effective and balanced.
Invariably this always ends up being the issue for me when I start throwing in house rules into my game in efforts to "clean things up" or make things "feel better" for myself as far as the rules are concerned. I try to make them work as best I can... but none of my players even come close to having the same issues I might have for janky rules, so they don't tend to remember the house rules and I have to make sure to remember to throw them in when they are meant to apply. And more often than not... after a certain amount of time I just stop bothering with the house rules and just get past any issues I might have had because it just becomes too much of a PITA to deal with or worry about. The whole "Cure is worse than the disease" idea coming into play.

And while I could believe that "if only WotC would change/fix their rules!" I would have less of these little niggling issues in the system... I also know WotC isn't going to change things just for me, so again I just force myself to "get over it". The game isn't perfect, my players don't feel my attempts at making it perfect really do much, and at the end of the day I'd rather just play the game more easily than supposedly "better". And this is why I don't tend to complain about the game-- I just work through any of my issues during play as I attempt using house rules that just never stick. :)
 
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