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How to bound the bounded accuracy in magic items for 1D&D?
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<blockquote data-quote="tetrasodium" data-source="post: 8862536" data-attributes="member: 93670"><p>Yes it does but that's an oversimplification that avoids the point without addressing how deep the problem runs beyond that. Those fewer attacking options however are balanced by thing's like not adding attrib or adding fewer attrib mod instances to attacks that rest more on individual attack /save that become more unreliable. It does not end there though because monster hp is jacked dramatically to compensate for everyone hitting every time with near certainty& things like dr/sr were removed alongside things like crit range & crit multipliers on weapons so that the gm can no longer target a monster to (dis)favor a pc trying to deal many smaller attacks fewer big attacks or nukes over group enhancing/monster degrading abilities. </p><p></p><p>There is a bigger problem caused by having every attack treated the same though... That math swings both ways & now a large number of monsters are either almost totally harmless or rocks fall levels of deadly in ways that a gm is going to be hard pressed to adjust for large groups like they could by giving pcs better armor to make those later attacks much harder without totally defanging a monster as 5e causes. </p><p></p><p>From there it loops back to the twilight zone as noted because the gm lacks tools to adjust things in favor of the group they have if that group is stuck in the <em>other</em> place with Mister Valentine. This might work great for a very specific number of players of very specific class/archetype split at very specific levels but d&d is not in any way limited to that & the gm attempting to force it would be considered unreasonable.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8862536, member: 93670"] Yes it does but that's an oversimplification that avoids the point without addressing how deep the problem runs beyond that. Those fewer attacking options however are balanced by thing's like not adding attrib or adding fewer attrib mod instances to attacks that rest more on individual attack /save that become more unreliable. It does not end there though because monster hp is jacked dramatically to compensate for everyone hitting every time with near certainty& things like dr/sr were removed alongside things like crit range & crit multipliers on weapons so that the gm can no longer target a monster to (dis)favor a pc trying to deal many smaller attacks fewer big attacks or nukes over group enhancing/monster degrading abilities. There is a bigger problem caused by having every attack treated the same though... That math swings both ways & now a large number of monsters are either almost totally harmless or rocks fall levels of deadly in ways that a gm is going to be hard pressed to adjust for large groups like they could by giving pcs better armor to make those later attacks much harder without totally defanging a monster as 5e causes. From there it loops back to the twilight zone as noted because the gm lacks tools to adjust things in favor of the group they have if that group is stuck in the [I]other[/i] place with Mister Valentine. This might work great for a very specific number of players of very specific class/archetype split at very specific levels but d&d is not in any way limited to that & the gm attempting to force it would be considered unreasonable. [/QUOTE]
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How to bound the bounded accuracy in magic items for 1D&D?
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