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Mike Mearls on how 4E could have looked
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<blockquote data-quote="MwaO" data-source="post: 7520701" data-attributes="member: 12749"><p>Bounded Accuracy isn't mentioned in the 5e books. Which is weird that a game concept so integral to an RPG doesn't at any point get brought up given how easy it would have been to do that.</p><p></p><p>Also, it isn't complicated — 5e is very much so about trying to target a 2/3rds chance of succeeding at a task — most 1st level PCs have a +5 to hit and the average AC for CR 1 = 13 per DMG. So roll an 8+ and therefore 65% chance of success. There just isn't certainty of every single check being 65%.</p><p></p><p>So here's an example of how a chart could look for 5e. Assume you need to make 20 checks. You should succeed 13 times on average assuming someone is trained in a particular skill, started with a 16 in their primary stat, and then raised that stat at every opportunity until it hits 20. Which means at levels 4, 5, 8, 9, 13, and 17, there's a slight raise in difficulty. As it turns out, we can divide by 4 on each side to just check for 5 times.</p><p></p><p>1-3 = 2 DC 10, 3 DC 15</p><p>4 = 1 DC 10, 4 DC 15</p><p>5-7 = 5 DC 15(can trade 2 DC 15 checks for 1 DC 10+1 DC 20 check)</p><p>8 = 4 DC 15, 1 DC 20</p><p>9-12 = 3 DC 15, 2 DC 20</p><p>13-16 = 2 DC 15, 3 DC 20</p><p>17-20 = 1 DC 15, 4 DC 20(can trade 2 DC 20 checks for 1 DC 15+1 DC 25 checks, though be careful — DC 25 tends to fail unless a Rogue auto-succeeds at them)</p><p></p><p>There's the chart for writing up adventures in 5e and the consequences of only going up +6 instead of +12.</p></blockquote><p></p>
[QUOTE="MwaO, post: 7520701, member: 12749"] Bounded Accuracy isn't mentioned in the 5e books. Which is weird that a game concept so integral to an RPG doesn't at any point get brought up given how easy it would have been to do that. Also, it isn't complicated — 5e is very much so about trying to target a 2/3rds chance of succeeding at a task — most 1st level PCs have a +5 to hit and the average AC for CR 1 = 13 per DMG. So roll an 8+ and therefore 65% chance of success. There just isn't certainty of every single check being 65%. So here's an example of how a chart could look for 5e. Assume you need to make 20 checks. You should succeed 13 times on average assuming someone is trained in a particular skill, started with a 16 in their primary stat, and then raised that stat at every opportunity until it hits 20. Which means at levels 4, 5, 8, 9, 13, and 17, there's a slight raise in difficulty. As it turns out, we can divide by 4 on each side to just check for 5 times. 1-3 = 2 DC 10, 3 DC 15 4 = 1 DC 10, 4 DC 15 5-7 = 5 DC 15(can trade 2 DC 15 checks for 1 DC 10+1 DC 20 check) 8 = 4 DC 15, 1 DC 20 9-12 = 3 DC 15, 2 DC 20 13-16 = 2 DC 15, 3 DC 20 17-20 = 1 DC 15, 4 DC 20(can trade 2 DC 20 checks for 1 DC 15+1 DC 25 checks, though be careful — DC 25 tends to fail unless a Rogue auto-succeeds at them) There's the chart for writing up adventures in 5e and the consequences of only going up +6 instead of +12. [/QUOTE]
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