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Explain Bounded Accuracy to Me (As if I Was Five)
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<blockquote data-quote="EzekielRaiden" data-source="post: 9288192" data-attributes="member: 6790260"><p>Sure, but this is (more or less) just chucking Advantage altogether. And as much as I may dislike the way 5e uses it, I don't think it's a bad mechanic. E.g., I thought it was quite nice back when 4e "invented" it...as the Avenger "damage" bonus via accuracy.</p><p></p><p>The problem is, finding a way to <em>integrate</em> a more diverse bonus structure without totally binning what Ad/Dis actually bring to the table. Doing that is damn near impossible without ripping up the rules by their roots and rewriting a lot of small rules across the entire player-facing surface of the game. A frankly Herculean task.</p><p></p><p>Hence why I said that it's easier to remove something in this case ("just treat all bonuses as sources of Advantage, and they don't stack") than it is to try to <em>add</em> something that isn't there. Because the key addition isn't that something other than Advantage appears in one place or another; the key addition is the <em>depth</em>, which is a property that necessarily supervenes on the whole of the system, not on any individual rule. (Much as "texture" is something that individual atoms and molecules don't have, but which frex table surfaces do have, even though atoms and molecules are what comprise the things we call "table surfaces.")</p><p></p><p>You can polish a textured surface to a mirror shine. It's <em>much</em> harder to add a textured surface to something already polished to a mirror shine.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9288192, member: 6790260"] Sure, but this is (more or less) just chucking Advantage altogether. And as much as I may dislike the way 5e uses it, I don't think it's a bad mechanic. E.g., I thought it was quite nice back when 4e "invented" it...as the Avenger "damage" bonus via accuracy. The problem is, finding a way to [I]integrate[/I] a more diverse bonus structure without totally binning what Ad/Dis actually bring to the table. Doing that is damn near impossible without ripping up the rules by their roots and rewriting a lot of small rules across the entire player-facing surface of the game. A frankly Herculean task. Hence why I said that it's easier to remove something in this case ("just treat all bonuses as sources of Advantage, and they don't stack") than it is to try to [I]add[/I] something that isn't there. Because the key addition isn't that something other than Advantage appears in one place or another; the key addition is the [I]depth[/I], which is a property that necessarily supervenes on the whole of the system, not on any individual rule. (Much as "texture" is something that individual atoms and molecules don't have, but which frex table surfaces do have, even though atoms and molecules are what comprise the things we call "table surfaces.") You can polish a textured surface to a mirror shine. It's [I]much[/I] harder to add a textured surface to something already polished to a mirror shine. [/QUOTE]
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