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

And why wouldn't he still suck at stealth checks against level 1 enemeies? He wears heavy armor, has a DEX penalty, and no proficiency in stealth. He literally has no chance to get better. He sucks to begin with and willl continue to suck unless he dedicates something to stealth, such as gaining proficiency.


Yeah, I get the desire for "half improvement" in such things, but to me it just isn't worth the nick-picking of keep track of which skills get it and which don't, etc. FWIW, for a while we played where you had "proficient skills", "class skills", an other skills. Whatever skills you didn't choose for proficiency from your class choices you got proficiency - 2. So, at 5th level you got a +1, etc.

Anyway, back to Peter Paladin. So, even with half-level or half-proficiency, he's improving but not a lot. He goes from disadvantage with a -1 penalty, to at best disadvantage with a +2 or 3. Considering the swinginess of the d20, it hardly seems worth it to me to bother with.

I could see it being an optional Variant rule in 5E, for those who want something of that nature, however.


Hmm... I saw this more as a side effect, but since I was never involved in 5E development or play testing, sure, I guess.

But if that was the case, it seems a bit odd to begin proficiency at +2... if you wanted more constrained numbers, make non-proficiency disadvantage and then have proficiency remove disadvantage, begin at +0, and progress from there.


Sorry, I'm not following this. How is a 5E character getting +25... ever? I mean, +17 certainly with expertise, maybe a bit more with guidance, and I suppose you could throw in bardic inspiration or something for a bit more. But IMO then you're really piling it on, and that would be for a single check. You can't do that every time.

Otherwise, I'm not really following your point, here. Sorry.


Not so much IMO. The extreme examples, are just that: extreme. They aren't common. At 20th level, most PCs will have skills in the +8 to +11 range, which makes those DC 30 checks very hard, if not impossible. Anyway, your weakness never get less weak, is true. But that is true of everything. You either shore up those weaknesses, or you don't. It just depends on how important that is to you.

And yes, your enemies get stronger---in some ways, but they also still have weaknesses, just like PCs. Most enemies are not universally better at everything, after all.


No, not surprised at all. :)

And I agree competence should be more, but that is also because 5E starts at no penalty, and only adds to your chances. It depends I suppose on how you view the numbers. Since ability scores now can potentially include some "training" as well as natural ability, proficiency isn't just competence, it is some level of additional dedication. I know that sort of goes against the definition of proficiency, but that really is what it is.

I know this is a bit side-tracked, but consider the example of Athletics. How can a +2 be competence when a STR 18 is +4. So, a lot of people look at this as someone with "no training" (i.e. non-proficient) has a better chance with STR 18 at making the check to swim than another who's had "training" (i.e. proficiency) in Athletics? IMO, the PC who actually is proficient in Athletics should have the better chance.

This is why non-proficiency as disadvantage is better. The STR 18 PC without proficiency would succeed on DC 15 25%, while the STR 10 with proficiency +2 succeeds 40%. In fact, the proficient STR 10 does better than the non-proficient STR 18 on all DC's 8 or higher.

Anyway, otherwise I'm not quite certain when you get the 15% more often from...
Because proficiency is +2 at level 1, and I was generously assuming some other minor benefit adding an additional +1.

Otherwise, "competence" would have been even smaller.

But I don't think there's more we can say to one another that is productive. Your characterization of the half-level bonus is simply dead wrong and I'm not convinced that discussing it further will lead to any positive outcome for anyone.

Are you a legendary warrior in a fantasy story though?

I'm not saying you aren't. I don't know you after all.
Precisely. Further: Does you playing golf have any impact on your ability to survive from one day to the next? I should think that if it did, then even if you never reached PGA levels, you'd still get better than you were as an absolute novice who didn't know a 5-wood from a 5-iron.
Popularity (as measured by sales) most certainly can be a design goal.

Designer 1: "Meh, this rule is gonna cause some lopsided build disparities and play hell with in-party balance."
Designer 2: Agreed, but decades of informal feedback plus our recent surveys resoundingly say players love it. If it ain't there, we'll lose sales."
Designer 1: "Sigh. OK, in it goes."
No. It. Cannot.

That is not DESIGN. You are not DESIGNING. You are not articulating a functional element and testing to see whether it performs the function for which it was designed!

Popularity isn't a design goal! No part of a car CAUSES sales. No part of a car CAUSES popularity. No part of a car FORCES people to buy it because of the way it was engineered. That is what design is. A design goal is a function the product is meant to have, such as fuel economy in a car, or small radar cross-section for a stealth plane, or fewer and small numbers to make addition easier in a TTRPG. If it isn't a function performed or evinced by the product itself, it is not and cannot be a design goal.

You can, of course, set design aside and consider rules for reasons entirely unrelated to design. But that does not make it part of the design process.

Folks want their designs to succeed. But you cannot design something with a design goal of success; success is not something found within the design, but rather found once the design is implemented and presented to the world. That is why you do testing, and (more importantly) why you must choose wise design goals: unwise design goals usually cause problems.

"It should feel like X" is not a design goal, and barely even an aesthetic goal. "It should produce an experience of high-stakes dungeon heisting" is a weak but still potentially serviceable goal. Significant refinement would still be needed to make it useful in any but the most general, vague senses for actually writing rules.
 
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Because proficiency is +2 at level 1, and I was generously assuming some other minor benefit adding an additional +1.

Otherwise, "competence" would have been even smaller.

But I don't think there's more we can say to one another that is productive. Your characterization of the half-level bonus is simply dead wrong and I'm not convinced that discussing it further will lead to any positive outcome for anyone.


Precisely. Further: Does you playing golf have any impact on your ability to survive from one day to the next? I should think that if it did, then even if you never reached PGA levels, you'd still get better than you were as an absolute novice who didn't know a 5-wood from a 5-iron.

No. It. Cannot.

That is not DESIGN. You are not DESIGNING. You are not articulating a functional element and testing to see whether it performs the function for which it was designed!

Popularity isn't a design goal! No part of a car CAUSES sales. No part of a car CAUSES popularity. No part of a car FORCES people to buy it because of the way it was engineered. That is what design is.

You can, of course, set design aside and consider rules for reasons entirely unrelated to design. But that does not make it part of the design process.
Perhaps this is why WotC never explained their design goals.
 


Perhaps this is why WotC never explained their design goals.
I mean, of course it is.

The hue and cry made it quite clear. A vocal minority who held them by the short and curlies during the playtest. One of the positions of that vocal minority is that if you tell someone what something was designed for, you have (somehow) told them they aren't allowed to do anything else with it.

Even though absolutely everything has to be designed to do something...unless it was designed without any goals at all, just thrown at the wall.

No, I don't understand this logic. I don't get, at all, why being told that a class was designed to be good at something is somehow precisely the same as being told that it isn't allowed to do anything else. But that's what the vocal minority had gotten in their heads, that's what the edition warriors had successfully poisoned the well with, and thus that's what 5e's designers had to accommodate.
 

But the design goals didn't change until the 2023 playtest.
I don't see where this is relevant. They did change, and they can change further next year.
And games without something that goes up tend to be boring and makes no money.
And this is just insulting. Literally nobody in this thread has said or implied that nothing should go up. Not one person. That's a gross misstatement of what we have been saying. Not cool man.
 

No. It. Cannot.

That is not DESIGN. You are not DESIGNING. You are not articulating a functional element and testing to see whether it performs the function for which it was designed!
If the intended function is to sell units then obviously that function can't be playtested until after release, where the buying public's reaction will be both playtest and payoff simultaneously.
You can, of course, set design aside and consider rules for reasons entirely unrelated to design. But that does not make it part of the design process.
I disgaree; and say that - if and when done - this consideration of such rules is in fact very much a part of design; though maybe not a part much desired by the designers.
Folks want their designs to succeed. But you cannot design something with a design goal of success; success is not something found within the design, but rather found once the design is implemented and presented to the world. That is why you do testing, and (more importantly) why you must choose wise design goals: unwise design goals usually cause problems.

"It should feel like X" is not a design goal, and barely even an aesthetic goal. "It should produce an experience of high-stakes dungeon heisting" is a weak but still potentially serviceable goal. Significant refinement would still be needed to make it useful in any but the most general, vague senses for actually writing rules.
If something can be designed with intent to fail (which is, I think, incontrovertible) then it can be designed with intent to succeed.
 

I don't see where this is relevant. They did change, and they can change further next year
Because they choose these design goals and stuck to them.


And this is just insulting. Literally nobody in this thread has said or implied that nothing should go up. Not one person. That's a gross misstatement of what we have been saying. Not cool man.
It's only insulting if you only read half the statement I state and not the whole thing.

WOTC created design goal for 5e. Bounded Accuracy was one of them. These design goals handcuffed them.

Stating "They could have done X" often ignored that X usually went against a design goal they repeated stated openly OR the profitability of the end product and future supplemental products unless the person stated how they'd counteract this.
 

Because they choose these design goals and stuck to them.
Sure, they stuck with them until they decided to change them. It remains to be seen if they stick to 5.5e's design goals or change them, and in how long.
WOTC created design goal for 5e. Bounded Accuracy was one of them. These design goals handcuffed them.
A design goal can't handcuff you, because you can change it any time you desire. You act like they couldn't change their goals(handcuffed), but they could, and they did. It just took them 10 years this time around. 10 years is the outlier by the way. They changed 3e, 3.5e, 4e, and essentials sooner than that. 3 years, 5 years, 2 years, and 4 years, respectively. No reason not to think that the next change could happen within the next 2 to 5 years.
Stating "They could have done X" often ignored that X usually went against a design goal they repeated stated openly OR the profitability of the end product and future supplemental products unless the person stated how they'd counteract this.
Making suggestions that go against the design goals doesn't matter as they can change the design goals literally any time they want.

It also doesn't matter since they don't go to forums like this one for guidance on the game. :P
 

Sure, they stuck with them until they decided to change them. It remains to be seen if they stick to 5.5e's design goals or change them, and in how long.
Sure but time travel doesnt not exist to my knowledge.

They had design goals for the 2014 version of 5e. You can't say they change their 2014 design goals. Because 2014 has passed and they already printed 2014 5e. They can't go back an make the 2o14 version of the boring HP sponge ogre into something interesting and followed the 2014 design goals.

They can change it in the 2024. Sorta how 4e altered their math in later Monster Manuals.

A design goal can't handcuff you, because you can change it any time you desire. You act like they couldn't change their goals(handcuffed), but they could, and they did. It just took them 10 years this time around. 10 years is the outlier by the way. They changed 3e, 3.5e, 4e, and essentials sooner than that. 3 years, 5 years, 2 years, and 4 years, respectively. No reason not to think that the next change could happen within the next 2 to 5 years.
A design goal can't handcuff you. Sticking to many design goals handcuffs you.

It's like a diet.

Saying WOTC doesn't have to stick to their design goals is meaningless. Like a diet, that''s the whole point of design goals. To stick to them.
 


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