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Community
General Tabletop Discussion
*Dungeons & Dragons
Has D&D Combat Always Been Slow?
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<blockquote data-quote="Asisreo" data-source="post: 8150726" data-attributes="member: 7019027"><p>Bounded accuracy takes magic items into account. Its why the items are +2 for rare items and not +10 or +15. </p><p></p><p>But I think you're claiming overall that Bounded Accuracy is the problem in and of itself. I disagree. Bounded Accuracy is what keeps me and my players coming back to 5e because it doesn't involve the dramatic power curves I typically dislike in videogames. </p><p></p><p>Some people enjoy a scaling system similar to Final Fantasy or Disgaea where level 1 characters can do 50-100 damage and you reach the damage cap of 999999 somewhere mid-adventure. Others prefer Paper Mario scaling where 20 damage is massive closer to the endgame. </p><p></p><p>But ultimately, I don't think bounded accuracy is anymore at fault for a slow encounter than any other scaling system. </p><p></p><p>A 5th-level fighter does an average of 22 damage per hit and has a to-hit of +7. Hill Giants are beefy brutes with 105 HP and 13 AC at CR 5. Assuming a 75% chance to hit the hill giant, the fighter does a DPR of 16.5. Now, if you assume the other 3 adventurers are of equal combat power of this barebones fighter, they're doing an average DPR of 66 damage per round. </p><p></p><p>On average, this beefy CR 5 creature gets taken down by a level 5 party within 2 turns. Any deviations are caused by different combat potential between combatants or the randomness of dice. </p><p></p><p>By "different combat potential," I mean if a wizard is bent on getting the Giant debilitated rather than doing the expected damage or the cleric taking a turn to heal but also if a player decided to have their most important stats as their lower ones for "roleplay" purposes.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8150726, member: 7019027"] Bounded accuracy takes magic items into account. Its why the items are +2 for rare items and not +10 or +15. But I think you're claiming overall that Bounded Accuracy is the problem in and of itself. I disagree. Bounded Accuracy is what keeps me and my players coming back to 5e because it doesn't involve the dramatic power curves I typically dislike in videogames. Some people enjoy a scaling system similar to Final Fantasy or Disgaea where level 1 characters can do 50-100 damage and you reach the damage cap of 999999 somewhere mid-adventure. Others prefer Paper Mario scaling where 20 damage is massive closer to the endgame. But ultimately, I don't think bounded accuracy is anymore at fault for a slow encounter than any other scaling system. A 5th-level fighter does an average of 22 damage per hit and has a to-hit of +7. Hill Giants are beefy brutes with 105 HP and 13 AC at CR 5. Assuming a 75% chance to hit the hill giant, the fighter does a DPR of 16.5. Now, if you assume the other 3 adventurers are of equal combat power of this barebones fighter, they're doing an average DPR of 66 damage per round. On average, this beefy CR 5 creature gets taken down by a level 5 party within 2 turns. Any deviations are caused by different combat potential between combatants or the randomness of dice. By "different combat potential," I mean if a wizard is bent on getting the Giant debilitated rather than doing the expected damage or the cleric taking a turn to heal but also if a player decided to have their most important stats as their lower ones for "roleplay" purposes. [/QUOTE]
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Has D&D Combat Always Been Slow?
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