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Explain Bounded Accuracy to Me (As if I Was Five)
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<blockquote data-quote="ezo" data-source="post: 9288112" data-attributes="member: 7037866"><p>Well, as I wrote, you can cut hit points in half (or make people roll and apply CON to level 1 only), etc. to reduce the bloat and it plays great IMO.</p><p></p><p>Now, there are caveats, of course. The biggest being you have to be acceptable to spells and other damage being much more lethal. However, since it applies equally to PCs and opponents, it works both ways.</p><p></p><p>A perfect example is the <em>sleep</em> spell. At 5d8 hit points worth of creatures, it is <em>impossible</em> RAW in 5E to put an ogre to sleep unless you upcast, to <em><strong>5th level!!!</strong></em> before you have a 50-50 chance to put an ogre to sleep! Compare that to AD&D where <em>sleep</em> carried a 50-50 chance to put the ogre to sleep.</p><p></p><p>So, cut the hit points in half for the ogre, and you get 29 (round down as the default in 5E). Now, a 1st-level <em>sleep</em> has about a 1 in 8 chance to put the (29 hp) ogre to sleep. Not 50-50, but much better! And a 2nd-level <em>sleep</em> spell has better than 50-50.</p><p></p><p><em>Fireball</em> is another great example. In AD&D, your base 5d6 fireball has about a 30% chance (after factoring in saving throw) of taking out a 19 hp ogre. But, in 5E the base 8d6 fireball has <em>no chance</em> to take out a 59 hp ogre, but a reduced 29 hp ogre has about a 35% (after saving throw) of being taken out. Much closer to the AD&D days. FWIW, in 5E you'd have to upcast <em>fireball</em> at about <strong><em>7th level (!)</em></strong> to have that 30ish % chance to take out the 59 hp ogre.</p><p></p><p>Combat goes faster as well, obviously, so you never really feel bogged down in a slog (if you ever did...). An orc with 7 hp instead of 15 hp can easily be taken down with one hit, but since damage remains unchanged, is still a very dangerous opponent. Healing, is, of course, more effective as well since hit points are reduced.</p><p></p><p>Overall, it has a much better "feel" IMO.</p></blockquote><p></p>
[QUOTE="ezo, post: 9288112, member: 7037866"] Well, as I wrote, you can cut hit points in half (or make people roll and apply CON to level 1 only), etc. to reduce the bloat and it plays great IMO. Now, there are caveats, of course. The biggest being you have to be acceptable to spells and other damage being much more lethal. However, since it applies equally to PCs and opponents, it works both ways. A perfect example is the [I]sleep[/I] spell. At 5d8 hit points worth of creatures, it is [I]impossible[/I] RAW in 5E to put an ogre to sleep unless you upcast, to [I][B]5th level!!![/B][/I] before you have a 50-50 chance to put an ogre to sleep! Compare that to AD&D where [I]sleep[/I] carried a 50-50 chance to put the ogre to sleep. So, cut the hit points in half for the ogre, and you get 29 (round down as the default in 5E). Now, a 1st-level [I]sleep[/I] has about a 1 in 8 chance to put the (29 hp) ogre to sleep. Not 50-50, but much better! And a 2nd-level [I]sleep[/I] spell has better than 50-50. [I]Fireball[/I] is another great example. In AD&D, your base 5d6 fireball has about a 30% chance (after factoring in saving throw) of taking out a 19 hp ogre. But, in 5E the base 8d6 fireball has [I]no chance[/I] to take out a 59 hp ogre, but a reduced 29 hp ogre has about a 35% (after saving throw) of being taken out. Much closer to the AD&D days. FWIW, in 5E you'd have to upcast [I]fireball[/I] at about [B][I]7th level (!)[/I][/B] to have that 30ish % chance to take out the 59 hp ogre. Combat goes faster as well, obviously, so you never really feel bogged down in a slog (if you ever did...). An orc with 7 hp instead of 15 hp can easily be taken down with one hit, but since damage remains unchanged, is still a very dangerous opponent. Healing, is, of course, more effective as well since hit points are reduced. Overall, it has a much better "feel" IMO. [/QUOTE]
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