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How much magic do you have in your game?
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<blockquote data-quote="Argyle King" data-source="post: 8179667" data-attributes="member: 58416"><p>I don't believe HP bloat is necessary for bounded accuracy.</p><p></p><p>Plenty of games are designed without HP bloat.</p><p></p><p>It would be possible to have progression involve breadth of options rather than assuming that each new level adds more number bloat. That may (arguably) move away from how D&D is typically designed, but I think it is possible to achieve without going against the basic underlying concept of how D&D's vision of adventuring and leveling up works.</p><p></p><p>edit: I would further add that I'm not convinced that 5E has "bounded accuracy." ...or least not in a way that those words mean what I would normally understand them to mean. Anyway, I would posit that less HP bloat is necessary in a game where damage and bonus bloat is less commonly available.</p><p></p><p>[ISPOILER]edit 2: Sorry, I know this is off-topic, but I was thinking about bonuses and how the game works. If there were a desire to keep racial bonuses (as numbers) for a new edition but also a desire among the audience of the game to move away from racial bonuses, I think I would attempt to split the difference and reconcile the two ideas by having both (smaller) racial ability bonuses and class-based ability bonuses. (I just made this up while I was typing it, so it's a vague and half-cooked idea.)</p><p></p><p>For example, in a hypothetical future version of the game, some of the races might look something like the following: </p><p><strong>Dwarf</strong> - stonecunning (some sort of bonus or ability to determine things about stone and construction); sturdy (advantage on saves versus being knocked prone); iron liver (bonus on saves against ingested poisons and alcohol); low-light vision; and add +1 to your choice of strength, constitution, or wisdom. <em>Dwarves tend to be strong and hardy folk due both to their physical build and a culture which often involves manual labor such as smithing and crafting, with long lives from which to draw life experience and a gruff "common sense" approach to problems.</em></p><p><strong>Wood Elf</strong> - cultural weapon familiarity (longbow); nature's step (advantage on stealth checks in woodland... etc, etc; and add +1 to your choice of dexterity, wisdom, or...</p><p><strong>Humans</strong> - add +1 to an ability score of your choice and select a bonus feat at first level.</p><p></p><p>On top of that, you would have classes which look something like the following:</p><p><strong>Fighter</strong> - add +1 to your choice of strength or dexterity</p><p><strong>Paladin</strong> - add +1 to your choice of strength or charisma</p><p><strong>Wizard</strong> - add +1 to your choice of (?) or intelligence</p><p></p><p>That would keep the idea of bonuses as they are currently presented, while also adding some degree of flexibility to mix-and-match (and still offering some semblance of the races and classes having unique personalities and traits).[/ISPOILER]</p></blockquote><p></p>
[QUOTE="Argyle King, post: 8179667, member: 58416"] I don't believe HP bloat is necessary for bounded accuracy. Plenty of games are designed without HP bloat. It would be possible to have progression involve breadth of options rather than assuming that each new level adds more number bloat. That may (arguably) move away from how D&D is typically designed, but I think it is possible to achieve without going against the basic underlying concept of how D&D's vision of adventuring and leveling up works. edit: I would further add that I'm not convinced that 5E has "bounded accuracy." ...or least not in a way that those words mean what I would normally understand them to mean. Anyway, I would posit that less HP bloat is necessary in a game where damage and bonus bloat is less commonly available. [ISPOILER]edit 2: Sorry, I know this is off-topic, but I was thinking about bonuses and how the game works. If there were a desire to keep racial bonuses (as numbers) for a new edition but also a desire among the audience of the game to move away from racial bonuses, I think I would attempt to split the difference and reconcile the two ideas by having both (smaller) racial ability bonuses and class-based ability bonuses. (I just made this up while I was typing it, so it's a vague and half-cooked idea.) For example, in a hypothetical future version of the game, some of the races might look something like the following: [B]Dwarf[/B] - stonecunning (some sort of bonus or ability to determine things about stone and construction); sturdy (advantage on saves versus being knocked prone); iron liver (bonus on saves against ingested poisons and alcohol); low-light vision; and add +1 to your choice of strength, constitution, or wisdom. [I]Dwarves tend to be strong and hardy folk due both to their physical build and a culture which often involves manual labor such as smithing and crafting, with long lives from which to draw life experience and a gruff "common sense" approach to problems.[/I] [B]Wood Elf[/B] - cultural weapon familiarity (longbow); nature's step (advantage on stealth checks in woodland... etc, etc; and add +1 to your choice of dexterity, wisdom, or... [B]Humans[/B] - add +1 to an ability score of your choice and select a bonus feat at first level. On top of that, you would have classes which look something like the following: [B]Fighter[/B] - add +1 to your choice of strength or dexterity [B]Paladin[/B] - add +1 to your choice of strength or charisma [B]Wizard[/B] - add +1 to your choice of (?) or intelligence That would keep the idea of bonuses as they are currently presented, while also adding some degree of flexibility to mix-and-match (and still offering some semblance of the races and classes having unique personalities and traits).[/ISPOILER] [/QUOTE]
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