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General Tabletop Discussion
*Dungeons & Dragons
How to bound the bounded accuracy in magic items for 1D&D?
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<blockquote data-quote="tetrasodium" data-source="post: 8863095" data-attributes="member: 93670"><p>Yes it did & kind of depending on edition. Back in early editions like 2e life as an adventurer was a much more dangerous thing to the point where anything much more than a papercut sometimes even those given rolled HP & 1hp* recovery/<em>day</em> of rest! It allowed the gm to use hit points and carrying capacity's <a href="https://www.enworld.org/threads/what-could-one-d-d-do-to-bring-the-game-back-to-the-dungeon.693822/post-8860141" target="_blank">meaningful impact</a> as a yardstick to run attrition against <em>even</em> when throwing out combat as sportysport</p><p></p><p>In 3.x it was an objective fact. </p><p>[spoiler="as described"]</p><p>PHB Pg60 states:</p><p><strong>Base Attack Bonus: </strong>Add the base attack bonuses acquired for each class to get the character’s base attack bonus. A resulting value of +6 or higher provides the character with multiple attacks. Find the character’s base attack bonus on Table 3–1: Base Save and Base Attack Bonuses (page 22) to see how many additional attacks the character gets and at what bonuses. For instance, a 6th-level rogue/4th-level wizard would have a base attack bonus of +6 (+4 for the rogue class and +2 for the wizard class). A base attack bonus of +6 allows a second attack with a bonus of +1 (given as +6/+1 on Table 3–1), even though neither the +4 from the rogue levels nor the +2 from the wizard levels normally allows an extra attack. </p><p>[spoiler="relevant bit of 3-1"]</p><p>The slashes indicate the attack bonus added to attribute mods for each attack.</p><p>Base attack Bonus (Good)</p><p>+1 </p><p>+2 </p><p>+3 </p><p>+4 </p><p>+5 </p><p>+6/+1 </p><p>+7/+2 </p><p>+8/+3 </p><p>+9/+4 </p><p>+10/+5 +7</p><p>+11/+6/+1 +8</p><p>+12/+7/+2 +9</p><p>+13/+8/+3 +9</p><p>+14/+9/+4 +10</p><p>+15/+10/+5 +11</p><p>+16/+11/+6/+1 </p><p>+17/+12/+7/+2 </p><p>+18/+13/+8/+3 </p><p>+19/+14/+9/+4 </p><p>+20/+15/+10/+5</p><p></p><p>Base Attack Bonus (Average)</p><p>+0 </p><p>+1 </p><p>+2 </p><p>+3 </p><p>+3 </p><p>+4 </p><p>+5 </p><p>+6/+1 </p><p>+6/+1 </p><p>+7/+2 </p><p>+8/+3 </p><p>+9/+4 +6/+1 </p><p>+9/+4 +6/+1 </p><p>+10/+5 +7/+2 </p><p>+11/+6/+1 +7/+2 </p><p>+12/+7/+2 +8/+3 </p><p>+12/+7/+2 +8/+3 </p><p>+13/+8/+3 +9/+4 </p><p>+14/+9/+4 +9/+4 </p><p>+15/+10/+5 +10/+5 </p><p></p><p></p><p></p><p>Base Attack Bonus (Poor)</p><p>Base </p><p>Attack </p><p>Bonus </p><p>Poor) </p><p>+0 </p><p>+1 </p><p>+1 </p><p>+2 </p><p>+2 </p><p>+3 </p><p>+3 </p><p>+4 </p><p>+4 </p><p>+5 </p><p>+5 </p><p>+6/+1 </p><p>+6/+1 </p><p>+7/+2 </p><p>+7/+2 </p><p>+8/+3 </p><p>+8/+3 </p><p>+9/+4 </p><p>+9/+4 </p><p>+10/+5 </p><p>[/spoiler]</p><p>The good/average/poor did have issues as levels scaled but is a different issue from how the GM could use these for setting a rough floor on how ineffective a monster(s) could be & a rough ceiling on how long it could take the they have party to handle that encounter. The GM could further choose to finesse things for their group by using <a href="https://www.enworld.org/threads/the-focus-fire-problem.690498/#post-8721960" target="_blank">DR&SR as described in the MM</a> because low AC bags of hit points & zerg rush-like encounters of weak monsters favored PCs who make many attacks for a hypothetical 3N-4N over those who make one big all or nothing attack for 2N while high ac monsters favored the other way around with DR being able to target damage types to balance the scales a bit at times. 5e lacks all of those tools & just gives GMs flat 50% resistance that always favors the multiple slower attacks. Resting was <a href="https://dnd.arkalseif.info/feats/complete-warrior--61/faster-healing--1084/index.html" target="_blank">somewhat faster</a> than 2e it was positively glacial compared to 5e when not using wands that cost gold.</p><p></p><p>*[ispoiler]Not 1+con. Not 1+level just one[/ispoiler][/spoiler]</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8863095, member: 93670"] Yes it did & kind of depending on edition. Back in early editions like 2e life as an adventurer was a much more dangerous thing to the point where anything much more than a papercut sometimes even those given rolled HP & 1hp* recovery/[I]day[/I] of rest! It allowed the gm to use hit points and carrying capacity's [URL='https://www.enworld.org/threads/what-could-one-d-d-do-to-bring-the-game-back-to-the-dungeon.693822/post-8860141']meaningful impact[/URL] as a yardstick to run attrition against [I]even[/I] when throwing out combat as sportysport In 3.x it was an objective fact. [spoiler="as described"] PHB Pg60 states: [B]Base Attack Bonus: [/B]Add the base attack bonuses acquired for each class to get the character’s base attack bonus. A resulting value of +6 or higher provides the character with multiple attacks. Find the character’s base attack bonus on Table 3–1: Base Save and Base Attack Bonuses (page 22) to see how many additional attacks the character gets and at what bonuses. For instance, a 6th-level rogue/4th-level wizard would have a base attack bonus of +6 (+4 for the rogue class and +2 for the wizard class). A base attack bonus of +6 allows a second attack with a bonus of +1 (given as +6/+1 on Table 3–1), even though neither the +4 from the rogue levels nor the +2 from the wizard levels normally allows an extra attack. [spoiler="relevant bit of 3-1"] The slashes indicate the attack bonus added to attribute mods for each attack. Base attack Bonus (Good) +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +7 +11/+6/+1 +8 +12/+7/+2 +9 +13/+8/+3 +9 +14/+9/+4 +10 +15/+10/+5 +11 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 Base Attack Bonus (Average) +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +6/+1 +9/+4 +6/+1 +10/+5 +7/+2 +11/+6/+1 +7/+2 +12/+7/+2 +8/+3 +12/+7/+2 +8/+3 +13/+8/+3 +9/+4 +14/+9/+4 +9/+4 +15/+10/+5 +10/+5 Base Attack Bonus (Poor) Base Attack Bonus Poor) +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5 [/spoiler] The good/average/poor did have issues as levels scaled but is a different issue from how the GM could use these for setting a rough floor on how ineffective a monster(s) could be & a rough ceiling on how long it could take the they have party to handle that encounter. The GM could further choose to finesse things for their group by using [URL='https://www.enworld.org/threads/the-focus-fire-problem.690498/#post-8721960']DR&SR as described in the MM[/URL] because low AC bags of hit points & zerg rush-like encounters of weak monsters favored PCs who make many attacks for a hypothetical 3N-4N over those who make one big all or nothing attack for 2N while high ac monsters favored the other way around with DR being able to target damage types to balance the scales a bit at times. 5e lacks all of those tools & just gives GMs flat 50% resistance that always favors the multiple slower attacks. Resting was [URL='https://dnd.arkalseif.info/feats/complete-warrior--61/faster-healing--1084/index.html']somewhat faster[/URL] than 2e it was positively glacial compared to 5e when not using wands that cost gold. *[ispoiler]Not 1+con. Not 1+level just one[/ispoiler][/spoiler] [/QUOTE]
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