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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: 9288612" data-attributes="member: 6790260"><p>Because proficiency is +2 at level 1, and I was generously assuming some other minor benefit adding an additional +1.</p><p></p><p>Otherwise, "competence" would have been even smaller.</p><p></p><p>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.</p><p></p><p></p><p>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.</p><p></p><p>No. It. Cannot.</p><p></p><p>That is not DESIGN. You are not DESIGNING. You are not articulating a functional element and testing to see whether it performs the <em>function</em> for which it was designed!</p><p></p><p>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 <em>function</em> 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, <em>it is not and cannot be a design goal.</em></p><p></p><p>You can, of course, set design aside and consider rules for reasons <em>entirely unrelated to design.</em> But that does not make it part of the <em>design</em> process.</p><p></p><p>Folks want their designs to succeed. But you cannot design something with a <em>design goal</em> 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.</p><p></p><p>"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 <em>writing rules.</em></p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9288612, member: 6790260"] 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 [I]function[/I] 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 [I]function[/I] 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, [I]it is not and cannot be a design goal.[/I] You can, of course, set design aside and consider rules for reasons [I]entirely unrelated to design.[/I] But that does not make it part of the [I]design[/I] process. Folks want their designs to succeed. But you cannot design something with a [I]design goal[/I] 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 [I]writing rules.[/I] [/QUOTE]
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