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<blockquote data-quote="Li Shenron" data-source="post: 6208423" data-attributes="member: 1465"><p>This is not too complicated, it can work.</p><p></p><p>But how about reducing them to only 2? One type of bonus for things that makes you not get hit (concealment, dodge) and a second type of bonus for things that makes you not get hurt when hit (armor, hide, barriers). Theoretically, shield could be a bit of both, but forcing it into one type isn't going to cause much problem.</p><p></p><p>I suppose that your system would then work by making bonuses of the same type overlap, and bonuses of different types stack, so only 2 instead of 3 types means generally lower numbers.</p><p></p><p>Overall, I think that the real problem is with spells and magic items. The rest is usually not a problem because it's quite static: if the Fighter uses armor and shield, the AC tends to be the same one calculated at some point, Monks and Barbarians update their AC if they get a stat bump, but anyway the AC doesn't change too often to be a problem. Cover may change on a round basis, but still nothing problematic.</p><p></p><p>OTOH, <strong>spells </strong>explicitly stack. 5e has lots of spells requiring concentration to reduce stacking, but only to a certain point (different casters can cast a spell each, and it will stack unless it's the same spell). Spells are the biggest problem at least because of the round-based durations. </p><p></p><p>About <strong>magic items</strong>, 5e groups are supposed to have freedom in how many. Groups where magic items are scarce, or at least varied enough so that it's not common for a party to have multiple items affecting the same stat, may not need any stacking rules, which would unnecessarily complicate their game. Groups playing monty haul campaigns or 3e-style with regard to magic items, may or may not need stacking rules: it depends if it is actually appropriate for 5e to allow stacking magic bonuses at all, without breaking bounded accuracy. </p><p></p><p>After all, it might be just better to rule that all <em>magical </em>increases to the same one stat doesn't stack... We might need this one only label.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6208423, member: 1465"] This is not too complicated, it can work. But how about reducing them to only 2? One type of bonus for things that makes you not get hit (concealment, dodge) and a second type of bonus for things that makes you not get hurt when hit (armor, hide, barriers). Theoretically, shield could be a bit of both, but forcing it into one type isn't going to cause much problem. I suppose that your system would then work by making bonuses of the same type overlap, and bonuses of different types stack, so only 2 instead of 3 types means generally lower numbers. Overall, I think that the real problem is with spells and magic items. The rest is usually not a problem because it's quite static: if the Fighter uses armor and shield, the AC tends to be the same one calculated at some point, Monks and Barbarians update their AC if they get a stat bump, but anyway the AC doesn't change too often to be a problem. Cover may change on a round basis, but still nothing problematic. OTOH, [B]spells [/B]explicitly stack. 5e has lots of spells requiring concentration to reduce stacking, but only to a certain point (different casters can cast a spell each, and it will stack unless it's the same spell). Spells are the biggest problem at least because of the round-based durations. About [B]magic items[/B], 5e groups are supposed to have freedom in how many. Groups where magic items are scarce, or at least varied enough so that it's not common for a party to have multiple items affecting the same stat, may not need any stacking rules, which would unnecessarily complicate their game. Groups playing monty haul campaigns or 3e-style with regard to magic items, may or may not need stacking rules: it depends if it is actually appropriate for 5e to allow stacking magic bonuses at all, without breaking bounded accuracy. After all, it might be just better to rule that all [I]magical [/I]increases to the same one stat doesn't stack... We might need this one only label. [/QUOTE]
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