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<blockquote data-quote="Ultimatecalibur" data-source="post: 6005809" data-attributes="member: 59539"><p>You are right</p><p></p><p></p><p></p><p>No it doesn't. 50% is the borderline of accurate(more likely to hit than miss) and inaccurate(more likely to miss than hit). Depending on whether a person is a Pessimist or an Optimist can influence whether a player considers 50% good odds or bad, which influences how the player reacts to other characters with greater accuracy. The mental gulf on accuracy tends to be greater between 50% and 75% than 60% and 85%</p><p></p><p></p><p></p><p>Actual that is the logic used to rationalize the occurrence and need of wealth-by-level guidelines by scapegoating accuracy bonuses. The actual source of wealth-by-level guidelines is the want of players (and designers who prefer to be players) to have rule based guarantees that they will get what they want at a time acceptable to them.</p><p></p><p></p><p></p><p>Sorry, but that is very naive. Bonuses that increase character effectiveness will always be preferred (by a decent percentage of the player-base) over more interesting effects if given a choice. When players using those bonuses begin to complain that the monsters/opponents are to easy, and designers start making monsters/opponents that take those damage bonuses into account those bonuses will become <em>de facto</em> necessary.</p><p></p><p>Also the lack of accuracy bonuses will not increase the amount of existing design space. The amount of design space available has remained constant throughout the all editions of D&D, but the amount of design space focused on and utilized has shrunk severely since the introduction of wealth-by-level guidelines and player controlled crafting in 3rd edition as players became the ones in control of how magic items appeared in game.</p></blockquote><p></p>
[QUOTE="Ultimatecalibur, post: 6005809, member: 59539"] You are right No it doesn't. 50% is the borderline of accurate(more likely to hit than miss) and inaccurate(more likely to miss than hit). Depending on whether a person is a Pessimist or an Optimist can influence whether a player considers 50% good odds or bad, which influences how the player reacts to other characters with greater accuracy. The mental gulf on accuracy tends to be greater between 50% and 75% than 60% and 85% Actual that is the logic used to rationalize the occurrence and need of wealth-by-level guidelines by scapegoating accuracy bonuses. The actual source of wealth-by-level guidelines is the want of players (and designers who prefer to be players) to have rule based guarantees that they will get what they want at a time acceptable to them. Sorry, but that is very naive. Bonuses that increase character effectiveness will always be preferred (by a decent percentage of the player-base) over more interesting effects if given a choice. When players using those bonuses begin to complain that the monsters/opponents are to easy, and designers start making monsters/opponents that take those damage bonuses into account those bonuses will become [i]de facto[/i] necessary. Also the lack of accuracy bonuses will not increase the amount of existing design space. The amount of design space available has remained constant throughout the all editions of D&D, but the amount of design space focused on and utilized has shrunk severely since the introduction of wealth-by-level guidelines and player controlled crafting in 3rd edition as players became the ones in control of how magic items appeared in game. [/QUOTE]
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