D&D 5E Not liking Bounded Accuracy

I agree with your concerns but I don't think a radical overhaul is needed. Just be generous with giving expertise out. If I had a PC that had a navigator background, I would give them expertise in navigator tools. I've given PC with a horsebreeder background expertise for animal handling checks involving horses. I probably wouldnt give expertise in perception.

(By the way, I give expertise rather than advantage, because advantage feels to me like a situational thing, not an inherent thing. Also if the expert already has advantage, there are no situations where he can do better)
 

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I have read most of the thread but have ignored the "mace's are awesome/mace's suck" derailment. This means I haven't actually read most of the thread.

In my game most characters are created under the "this would be cool" paradigm or the "this is what fits" paradigm. Then they optimize within the constraints of what they think would be cool or appropriate.

"That crazy Irish dude from Braveheart was pretty cool. I wanna play a guy like him. (optimize duel-wielding short swords.)

"We are winding down the campaign. Instead of bogging down the campaign with new backstory how about my new character appears to help another character? He could be like that crazy Irish dude from Braveheart. He shows up, kicks ass and is otherwise an enigma. (optimize duel-wielding short swords.)
 

FWIW, I have two house rules around proficiency.
  • If you roll a natural 20 on an ability check it's a critical success, but if you're adding your proficiency bonus you get the critical on a 19-20.
  • If you succeed with proficiency you often get a better result. Succeeding without proficiency gets you "common knowledge" and "stuff anyone could do" and "a basic, transient success." Success with proficiency gets you "expert knowledge" and "stuff only a specialist could do" and "a good, solid, reliable success."

The goal is to retain the small probability spread of bounded accuracy, while differentiating characters a bit more based on proficiency choices.

In practice, it is sometimes difficult to figure out what the "good, solid, reliable success" should look like, in the heat of the moment.
 

I can see the benefits of both a steady progression like in 3rd and 4th, and the benefits of the slower progression of 5th.

I know bounded accuracy is one of the most popular things about the edition, based on the polls here. Is there anyone else who dislikes bounded accuracy? What do you not like about it, and why? Would you change it? How would you change it?
Bounded Accuracy is largely cosmetic compared to the 4e treadmill. In both cases, PCs of all classes advance in competence at about the same rate, and you can easily tailor challenges to the party. The d20 system the die gets overwhelmed by sufficiently large bonuses, so even though you don't 'seem to be getting better' under Bounded Accuracy, you're not really doing any worse than on the Treadmill vs 'appropriate' challenges (and inappropriate ones are just virtual auto-fail/success). One is 'numbers porn' and the other is 'numerically repressed,' you could say.

OTOH, compared to 3.5 BAB, 2e THAC0 or 1e attack matrices, 5e BA does mean that really don't 'seem to be getting better' relative to other PCs. In those editions, a fighter got better at attacking, rogues at skills, wizards at casting, and so forth faster than other classes (who might not improve at all), so you had not just nominal progress matched by ever-increasing challenges, but relatively greater progress in your area of specialization. 5e BA does leave out characters who lack proficiency so when it comes to skills and saves, a PC can 'seem to get better' relative to his peers, in those areas.

If you absolutely love bounded accuracy, why? What do you feel it adds to the game? Do you like not needing gamist things to allow low level threats to remain a threat (like minion rules)?
An advantage of BA is that the system needs fewer challenges designed & statted out, since the same monsters, traps, or whatever can be re-used over a wider range of levels. Another advantage (npi) is (Dis)Advantage, which works better the closer your natural roll to succeed is to 10 or 11, again, it's largely cosmetic, because you'll need the same range of natural rolls to succeed vs 'appropriate' challenges on the treadmill. And, like the treadmill, BA avoids the problem of needing to over-challenge the rest of the party just to modestly challenge the party specialists.

See, a lot of what the pro bounded accuracy people are saying is what I was trying to say to my player, but more and more my player is convincing me that the 5E skill system is simply too simple to model characters especially well. There's little growth in skills; sure, your proficiency bonus goes up from 2 to 6, but it's difficult to get new skills (Spend a feat on skills? Yeah right). Expertise is linked to only 2 classes, and multiclassing into them to get better skills feels odd.
Those both suggest fairly simple variants:

You can already use downtime to learn new languages or proficiencies, why not skills, as well?

Feats are supposed to be 'big' - you could have a feat grant a selection of skills & Expertise in one of them, or whatever upgrade seems appropriate for the cost.

I'm beginning to wonder if the skill system could be expanded. Maybe to have 4 ranks of skills, instead of the binary of trained/untrained we have now. What if there was untrained, proficient, focused, specialized? Untrained is no bonus, proficient is proficiency bonus, focused is double proficiency bonus, and specialized is auto advantage (or switch focused and specialized?). At certain levels, you gain more skill "rank", either to gain proficiency in a new skill or to gain a new level of proficiency.This way, the characters will feel like they can accomplish things they couldn't accomplish before, instead of just being marginally better at what they could do before.
That'd undercut part of the point of bounded accuracy, which is that you don't need to overclock a DC just to minimally challenge the party specialist.

I don't know, I'm still looking at a massive overhaul, but I don't like relying upon Rule 0 to make me like a system. Oberoni Fallacy and all that.
Rulings-not-Rules goes beyond Rule 0. You don't need to re-write rules in detail, just make rulings that work at the time. For instance, a character who's proficient & high stat in a skill you could allow to succeed without needing a check more often, while requiring a do-able check for others. In theory, the specialist could fail that same DC, but you don't call for the roll.
 
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Bounded Accuracy is largely cosmetic compared to the 4e treadmill. In both cases, PCs of all classes advance in competence at about the same rate, and you can easily tailor challenges to the party. The d20 system the die gets overwhelmed by sufficiently large bonuses, so even though you don't 'seem to be getting better' under Bounded Accuracy, you're not really doing any worse than on the Treadmill vs 'appropriate' challenges (and inappropriate ones are just virtual auto-fail/success). One is 'numbers porn' and the other is 'numerically repressed,' you could say.

OTOH, compared to 3.5 BAB, 2e THAC0 or 1e attack matrices, 5e BA does mean that really don't 'seem to be getting better' relative to other PCs. In those editions, a fighter got better at attacking, rogues at skills, wizards at casting, and so forth faster than other classes (who might not improve at all), so you had not just nominal progress matched by ever-increasing challenges, but relatively greater progress in your area of specialization. 5e BA does leave out characters who lack proficiency so when it comes to skills and saves, a PC can 'seem to get better' relative to his peers, in those areas.

An advantage of BA is that the system needs fewer challenges designed & statted out, since the same monsters, traps, or whatever can be re-used over a wider range of levels. Another advantage (npi) is (Dis)Advantage, which works better the closer your natural roll to succeed is to 10 or 11, again, it's largely cosmetic, because you'll need the same range of natural rolls to succeed vs 'appropriate' challenges on the treadmill. And, like the treadmill, BA avoids the problem of needing to over-challenge the rest of the party just to modestly challenge the party specialists.

You missed the most important bonus - PC's of various levels can be used together and still present risks to the higher level, without being unhurtable by the lower level.

Something that apparently wasn't true in 4E, according to most accounts. (My 4E play was very limited.)

Mixed level parties are more of an issue in organized play, but have always been part of D&D for some.

The fact that BA makes skill proficiency somewhat weak is a problem, but for me, it's far outweighed by the multiple benefits. But true proficiency in 5E is being able to routinely get advantage.
 

You missed the most important bonus - PC's of various levels can be used together and still present risks to the higher level, without being unhurtable by the lower level.

Something that apparently wasn't true in 4E, according to most accounts. (My 4E play was very limited.)

Mixed level parties are more of an issue in organized play, but have always been part of D&D for some.

The fact that BA makes skill proficiency somewhat weak is a problem, but for me, it's far outweighed by the multiple benefits. But true proficiency in 5E is being able to routinely get advantage.

How mixed are we talking about here though? As far as skills in 4e go, you simply advanced +1/2 levels. So, if your character was within 3 levels of my character, you essentially only had a +1/-1 relative to me. Not enough to really matter. It would take four or five levels for the bonuses to actually start to make much of a difference. 4e was actually pretty friendly toward mixed level groups (within reason) for this reason. The much flatter power curve compared to 3e meant that you could have a three, four level spread across the party and it wouldn't generally make a huge difference. This is also the reason why you could use challenges within about +/- 5 levels of the party and have them work perfectly fine.

Granted, once you got beyond that, then things start getting very wonky. But, that did mean you could have a party of a 10th, 2x12th and 2x14th level PC's and not have to adjust much on the DM's side of things.
 

How mixed are we talking about here though? As far as skills in 4e go, you simply advanced +1/2 levels. So, if your character was within 3 levels of my character, you essentially only had a +1/-1 relative to me. Not enough to really matter. It would take four or five levels for the bonuses to actually start to make much of a difference. 4e was actually pretty friendly toward mixed level groups (within reason) for this reason.

With skills it's actually more like +3/4 level due to stat bumps etc, with attack rolls it's 1/1. You're right the 4e curve is shallower than in 3e, but in 4e it applies to *everything* whereas in 3e some abilities won't improve at all. Neither system is friendly to mixed level parties, overall I'd say the 4e experience feels worse for the player of the lower level PC.

5e is more like pre-3e in that mixed level groups within about 4 levels just work fine.
 

With skills it's actually more like +3/4 level due to stat bumps etc, with attack rolls it's 1/1. You're right the 4e curve is shallower than in 3e, but in 4e it applies to *everything* whereas in 3e some abilities won't improve at all. Neither system is friendly to mixed level parties, overall I'd say the 4e experience feels worse for the player of the lower level PC.

5e is more like pre-3e in that mixed level groups within about 4 levels just work fine.

But...4 levels apart IS a stat boost in 5e, and an increase in Proficiency. Which gives +2, equivalent to a +0.5 per level. And since 4e only allowed two +1s, rather than one +2, I really think you're overselling 4e and underselling 5e.

The difference is present, I won't question that, but it's smaller than you're making it out to be. "Within 4 levels" in 5e is roughly equivalent to "within 2-3 levels" in 4e...hardly a huge gap.
 

I thought about using Advantage or Expertise to "fix" a situation where, for example, a Ranger with an ok (but not maxed out) Wisdom score is not as good at tracking as a Life Cleric with a maxed out Wisdom score.

But really, changing the Ability Check's Difficulty Class based upon who is trying the task seems like the best way to handle things. A Life Cleric with an Acolyte background might be looking at a Medium to Hard DC when attempting to track, whereas a Ranger who tries the same thing is looking at an Easy to Medium DC.

The DM simply taking into account a character's background and class when assigning DCs seems like the most overall elegant solution in situations like this.
This is what I do, and it works like a charm.
 


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