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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: 9292757" data-attributes="member: 6790260"><p>Yes, there is. That you do not find the idea credible is not a particularly persuasive argument that it can't be done--particularly given, as I mentioned, the 4e Elementalist Sorcerer, which really was a pretty friggin' simple spellcaster.</p><p></p><p></p><p>Uh...no? You just need a better design concept, and better-constructed design goals, than the absolute hodgepodge <em>mess</em> that is D&D spellcasting.</p><p></p><p>Shadowrun has Harry Potter-like mages (they must resist Drain, but can do basic magic that inflicts minimal Drain pretty much without limit). It also has Faces and Street Sams whose cybernetic augmentations are effectively equivalent to magic items, and Deckers that are effectively cyber-thieves with cyber-thieves'-tools, just with more bits and bobs.</p><p></p><p>It's really not as hard as you're claiming.</p><p></p><p></p><p>Note: I did not, <em>at all</em>, say that EVERY martial had to be this way. I phrased it the way I did for a reason. Why is it that, if a class is martial, it <em>must be</em> simple? Why can't we have just one--just a single class--that actually appeals to folks who like complex stuff? It quite clearly wouldn't be <em>for you</em>. But we've already established that things can be in D&D and not be for everyone; Druid is one of the least-popular classes in D&D (per WotC's own polls during the Next playtest) but it's still part and parcel of what D&D is today. Likewise, dragonborn and tieflings are a turn-off for some folks, but they're inarguably part of D&D now, and folks that don't like them can just <em>ignore</em> them.</p><p></p><p>So: Why is it martial classes are <em>required</em> to be simple, while caster classes are <em>forbidden</em> to be simple? We know the former isn't mandatory, and I've argued for why the latter isn't either (if you're familiar with <em>Avatar: the Last Airbender</em>, the 4e Elementalist Sorcerer is basically "pick what kind of bender you are: Earth, Water, Air, Fire. You get an elemental blast attack, a versatile utility cantrip, some reliable at-wills, and...<em>that's pretty much it.</em>" It never grows particularly complex; it's about throwing elements around and being a master of your element's quirks and benefits.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9292757, member: 6790260"] Yes, there is. That you do not find the idea credible is not a particularly persuasive argument that it can't be done--particularly given, as I mentioned, the 4e Elementalist Sorcerer, which really was a pretty friggin' simple spellcaster. Uh...no? You just need a better design concept, and better-constructed design goals, than the absolute hodgepodge [I]mess[/I] that is D&D spellcasting. Shadowrun has Harry Potter-like mages (they must resist Drain, but can do basic magic that inflicts minimal Drain pretty much without limit). It also has Faces and Street Sams whose cybernetic augmentations are effectively equivalent to magic items, and Deckers that are effectively cyber-thieves with cyber-thieves'-tools, just with more bits and bobs. It's really not as hard as you're claiming. Note: I did not, [I]at all[/I], say that EVERY martial had to be this way. I phrased it the way I did for a reason. Why is it that, if a class is martial, it [I]must be[/I] simple? Why can't we have just one--just a single class--that actually appeals to folks who like complex stuff? It quite clearly wouldn't be [I]for you[/I]. But we've already established that things can be in D&D and not be for everyone; Druid is one of the least-popular classes in D&D (per WotC's own polls during the Next playtest) but it's still part and parcel of what D&D is today. Likewise, dragonborn and tieflings are a turn-off for some folks, but they're inarguably part of D&D now, and folks that don't like them can just [I]ignore[/I] them. So: Why is it martial classes are [I]required[/I] to be simple, while caster classes are [I]forbidden[/I] to be simple? We know the former isn't mandatory, and I've argued for why the latter isn't either (if you're familiar with [I]Avatar: the Last Airbender[/I], the 4e Elementalist Sorcerer is basically "pick what kind of bender you are: Earth, Water, Air, Fire. You get an elemental blast attack, a versatile utility cantrip, some reliable at-wills, and...[I]that's pretty much it.[/I]" It never grows particularly complex; it's about throwing elements around and being a master of your element's quirks and benefits.) [/QUOTE]
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