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Explain Bounded Accuracy to Me (As if I Was Five)
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<blockquote data-quote="tetrasodium" data-source="post: 9285624" data-attributes="member: 93670"><p>Yes and no. There is some great discussion in <a href="https://www.reddit.com/r/DnD/comments/236hd4/35_is_there_a_chart_or_guide_on_when_or_what/" target="_blank">this reddit thread</a> on it, but IMO there was a printed set of safety rails to help with learning them. The +4 attrib spells (bull strength/cats grace/owls wisdom/etc) were all 2nd level spells for both full casters (sorc/wiz cleric/druid/etc) <em>and</em> half casters (ie ranger/paladin). The full casters would unlock their first second level slot at level 3 & get their third 2nd level slot at level six, somewhere in that range it was common for players to get a +2 item for their prime attrib. Half casters by contrast got their first second level slot at level 10 when those X per caster level second level slots were really starting to make bull strength/casts grace/etc a hard sell, somewhere around here(give or take) it was common for players to pickup a +4 item for their base stat allowing half casters to drop an important +4 on secondary/tertiary attribs like a owls wis on the tank before the party faces something with a nasty wis save ability.</p><p></p><p>There was also the secondary guiderail of the not really named at the time iterative attack penalty that PF2 calls a<a href="https://2e.aonprd.com/Rules.aspx?ID=322#:~:text=The%20more%20attacks%20you%20make,5%20penalty%20to%20your%20check." target="_blank"> multiattack penalty</a>. Specifically attacks were made at +Full BaB/-5/-10/-15. The first one was very likely to succeed with the later ones less & less likely but still fairly reliable against mooks & such. Eventually monster ACs would scale to where the GM & players were likely to notice that mooks weren't very mooky & non-mooks were a bit too much missing; The GM would likely start dropping them or allowing players to buy/craft them by that point if they were previously uncertain.</p><p></p><p>Plus there was the wealth by level guidelines & I'd be shocked if the old dragon mag stuff didn't mention +attrib gear & +N magic items in the various letter to the editor/(ask [someone's name?]) section casually here & there if there wasn't some actual guidance at some point in one.</p><p></p><p>One of the major differences between then & now was that the presence of "Behind the Curtain" sections in the DMG & MM (probably other books too I bet) did a good job of talking about RAI and breaking down crunch for the reader to understand. That made it a lot easier for different GM's to be on the same page mentally when having a discussion.</p><p></p><p>Published adventures probably helped a lot too, +attrib gear was rather common for adventures of certain levels back then</p><p></p><p>edit: thinking about it there was a +2 attrib spell too I think, I don't remeber what they were but think it had some influence too</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9285624, member: 93670"] Yes and no. There is some great discussion in [URL='https://www.reddit.com/r/DnD/comments/236hd4/35_is_there_a_chart_or_guide_on_when_or_what/']this reddit thread[/URL] on it, but IMO there was a printed set of safety rails to help with learning them. The +4 attrib spells (bull strength/cats grace/owls wisdom/etc) were all 2nd level spells for both full casters (sorc/wiz cleric/druid/etc) [I]and[/I] half casters (ie ranger/paladin). The full casters would unlock their first second level slot at level 3 & get their third 2nd level slot at level six, somewhere in that range it was common for players to get a +2 item for their prime attrib. Half casters by contrast got their first second level slot at level 10 when those X per caster level second level slots were really starting to make bull strength/casts grace/etc a hard sell, somewhere around here(give or take) it was common for players to pickup a +4 item for their base stat allowing half casters to drop an important +4 on secondary/tertiary attribs like a owls wis on the tank before the party faces something with a nasty wis save ability. There was also the secondary guiderail of the not really named at the time iterative attack penalty that PF2 calls a[URL='https://2e.aonprd.com/Rules.aspx?ID=322#:~:text=The%20more%20attacks%20you%20make,5%20penalty%20to%20your%20check.'] multiattack penalty[/URL]. Specifically attacks were made at +Full BaB/-5/-10/-15. The first one was very likely to succeed with the later ones less & less likely but still fairly reliable against mooks & such. Eventually monster ACs would scale to where the GM & players were likely to notice that mooks weren't very mooky & non-mooks were a bit too much missing; The GM would likely start dropping them or allowing players to buy/craft them by that point if they were previously uncertain. Plus there was the wealth by level guidelines & I'd be shocked if the old dragon mag stuff didn't mention +attrib gear & +N magic items in the various letter to the editor/(ask [someone's name?]) section casually here & there if there wasn't some actual guidance at some point in one. One of the major differences between then & now was that the presence of "Behind the Curtain" sections in the DMG & MM (probably other books too I bet) did a good job of talking about RAI and breaking down crunch for the reader to understand. That made it a lot easier for different GM's to be on the same page mentally when having a discussion. Published adventures probably helped a lot too, +attrib gear was rather common for adventures of certain levels back then edit: thinking about it there was a +2 attrib spell too I think, I don't remeber what they were but think it had some influence too [/QUOTE]
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