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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: 9287458" data-attributes="member: 93670"><p>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 "<em>43: Track a goblin that passed over hard rocks a week ago, and it snowed yesterday</em>", 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 <em>enough </em>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 <em>both</em> 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.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9287458, member: 93670"] 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 "[I]43: Track a goblin that passed over hard rocks a week ago, and it snowed yesterday[/I]", 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 [I]enough [/I]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 [I]both[/I] 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. [/QUOTE]
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