Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
How much magic do you have in your game?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Argyle King" data-source="post: 8179661" data-attributes="member: 58416"><p>If there is 6th Edition, I hope it keeps the general idea of "bounded accuracy" and actually follows through with it.</p><p></p><p>As part of following through with it, I could see racial bonuses (and penalties) becoming non-numerical effects. Similarly, I would like to see magic items redesigned to create more wondrous effects rather than more numeric bonuses.</p><p></p><p>Thinking about it more, I'm not entirely opposed to +N bonuses, but I would prefer that they be approached in a very different way. A completely arbitrary and made up example from my head would be the <em>Moon Mace,</em> a silver-coated mace (which ignores the damage reduction of lycanthropes) and also grants effects based upon the phase of the moon: no bonus during a New Moon; +1d4 force damage during Crescent phases and Gibbous phases; +1 to attacks and +1d4 force damage during Quarter phases; +1 to attacks and +1d4 force damage and +1d4 radiant damage during a Full Moon.</p><p></p><p>That particular item is more fiddly than most people might like, but the concept is that bonuses can be more interesting than a flat +N. Instead, it might be a variable bonus during specific conditions or perhaps the item is able to function in a unique way (such as the sword which can be used to cast featherfall, that I mentioned previously). I think shifting in this direction would then allow a straight +N item (which always grants the bonus) to truly be something special.</p><p></p><p>4th Edition started out that way with both feats and items. In the early books, you might get a bonus to something under specific circumstances (i.e. +1 attack and damage while using fire spells). I thought that was cool and gave reasons for picking different items and having characters care about the actual properties of what an item did. Unfortunately, later books (in 4th) started handing out feats and items which simply just gave the bonuses all the time, without* any drawbacks or specified circumstances. I believe this was the wrong way to evolve the game because it meant sliding back into what I see as the same flawed way of handling magic items which came before, and 5th (unfortunately) seems to have stuck with that latter idea, rather than trying to use bounded accuracy (and an alleged move away from needing big numbers) as way to do something which made magic unique and meaningful.</p><p></p><p>*This is an over-simplification, but that is the pattern I remember. It's part of why some later feats and items became so common that they were viewed by many as being almost required. For me, what was so maddening about that part of the game going in that direction is that other parts of the game (such as monster design) finally became good/better in later books. So, while parts of the game were moving in a good direction to work as designed, other parts started moving away from the general ballpark of design space for which the improvements were built around.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 8179661, member: 58416"] If there is 6th Edition, I hope it keeps the general idea of "bounded accuracy" and actually follows through with it. As part of following through with it, I could see racial bonuses (and penalties) becoming non-numerical effects. Similarly, I would like to see magic items redesigned to create more wondrous effects rather than more numeric bonuses. Thinking about it more, I'm not entirely opposed to +N bonuses, but I would prefer that they be approached in a very different way. A completely arbitrary and made up example from my head would be the [I]Moon Mace,[/I] a silver-coated mace (which ignores the damage reduction of lycanthropes) and also grants effects based upon the phase of the moon: no bonus during a New Moon; +1d4 force damage during Crescent phases and Gibbous phases; +1 to attacks and +1d4 force damage during Quarter phases; +1 to attacks and +1d4 force damage and +1d4 radiant damage during a Full Moon. That particular item is more fiddly than most people might like, but the concept is that bonuses can be more interesting than a flat +N. Instead, it might be a variable bonus during specific conditions or perhaps the item is able to function in a unique way (such as the sword which can be used to cast featherfall, that I mentioned previously). I think shifting in this direction would then allow a straight +N item (which always grants the bonus) to truly be something special. 4th Edition started out that way with both feats and items. In the early books, you might get a bonus to something under specific circumstances (i.e. +1 attack and damage while using fire spells). I thought that was cool and gave reasons for picking different items and having characters care about the actual properties of what an item did. Unfortunately, later books (in 4th) started handing out feats and items which simply just gave the bonuses all the time, without* any drawbacks or specified circumstances. I believe this was the wrong way to evolve the game because it meant sliding back into what I see as the same flawed way of handling magic items which came before, and 5th (unfortunately) seems to have stuck with that latter idea, rather than trying to use bounded accuracy (and an alleged move away from needing big numbers) as way to do something which made magic unique and meaningful. *This is an over-simplification, but that is the pattern I remember. It's part of why some later feats and items became so common that they were viewed by many as being almost required. For me, what was so maddening about that part of the game going in that direction is that other parts of the game (such as monster design) finally became good/better in later books. So, while parts of the game were moving in a good direction to work as designed, other parts started moving away from the general ballpark of design space for which the improvements were built around. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How much magic do you have in your game?
Top