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General Tabletop Discussion
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How to bound the bounded accuracy in magic items for 1D&D?
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<blockquote data-quote="Pauln6" data-source="post: 8863365" data-attributes="member: 6777422"><p>But again, every edition runs into problems based on group size, increasing PC levels, and caster versatility compared to Martial classes to one degree or another. The thread discussion is meant to be about prevention of breaking bounded accuracy with stacking magic items. Simplest solution there is to put a hard cap on AC and don't double additional damage from magic items on a crit.</p><p></p><p>I think I understand that the problem you are highlighting is that increasing damage dealing makes combat very swingy, especially for low con characters at higher levels. My counterpoint to that is wizards in 1e to 3e had d4 hp and rogues had d6 both with terrible ACs. It's not a new problem, it just appears magnified as the numbers have scaled up.</p><p></p><p>Similarly, if your solution is to make it harder to hit with multiple attacks, how do you balance that against single attack damage for other classes? Reduce or remove cantrip scaling? Remove or reduce Divine Smite? Reduce sneak attack damage? Would you also look to balance spell damage by reducing save DCs?</p><p></p><p>It looks like a lot of effort which will probably run into mathematical problems of its own. Options include limiting damage spikes from crits (maybe giving a choice of status effects instead), lowering damage from paladin smites, sorting Eldritch Bolt spamming (maybe +2 damage or half ability score bonus rounded up instead of ability score bonus from the invocation). </p><p></p><p>Better guidance on subtle ways to tweak monsters to deal with variable group dynamics might also help.</p><p></p><p>I cannot see them veering left and changing the underlying mathematics on attacks so the discussion is probably moot.</p></blockquote><p></p>
[QUOTE="Pauln6, post: 8863365, member: 6777422"] But again, every edition runs into problems based on group size, increasing PC levels, and caster versatility compared to Martial classes to one degree or another. The thread discussion is meant to be about prevention of breaking bounded accuracy with stacking magic items. Simplest solution there is to put a hard cap on AC and don't double additional damage from magic items on a crit. I think I understand that the problem you are highlighting is that increasing damage dealing makes combat very swingy, especially for low con characters at higher levels. My counterpoint to that is wizards in 1e to 3e had d4 hp and rogues had d6 both with terrible ACs. It's not a new problem, it just appears magnified as the numbers have scaled up. Similarly, if your solution is to make it harder to hit with multiple attacks, how do you balance that against single attack damage for other classes? Reduce or remove cantrip scaling? Remove or reduce Divine Smite? Reduce sneak attack damage? Would you also look to balance spell damage by reducing save DCs? It looks like a lot of effort which will probably run into mathematical problems of its own. Options include limiting damage spikes from crits (maybe giving a choice of status effects instead), lowering damage from paladin smites, sorting Eldritch Bolt spamming (maybe +2 damage or half ability score bonus rounded up instead of ability score bonus from the invocation). Better guidance on subtle ways to tweak monsters to deal with variable group dynamics might also help. I cannot see them veering left and changing the underlying mathematics on attacks so the discussion is probably moot. [/QUOTE]
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How to bound the bounded accuracy in magic items for 1D&D?
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