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Not liking Bounded Accuracy
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<blockquote data-quote="Bacon Bits" data-source="post: 6769874" data-attributes="member: 6777737"><p>I see stuff like this and to me it sounds like the player is saying, "I should be able to never fail when I get good at stuff. I should get so good I don't have to roll."</p><p></p><p>No, that's not how it works. If you're rolling a die -- if we're stopping the game to make you roll a die and determine a result -- then you have a chance to succeed or fail. If you're rolling a die, then it's because the DM is challenging the players. One of the first decisions we came to was that rolling dice when nobody cared or retries were unlimited was a complete waste of time. Just stop doing it. Just let the players <em>do</em> it. Rolling a die? Failure has consequences. Success has rewards.</p><p></p><p>Now, it's the DM's job to not make dice rolling excessive or for irrelevant events. <em>Most</em> things the players do should just succeed. If the players aren't earning rewards (XP, gold, treasure) then you really have to consider why you're making them roll dice. Certainly there are times when dice are rolled and there's no XP or treasure, but it's thinking along those lines that gets you to thinking about "Do my players need dice to adjudicate this action?" My rules of thumb:</p><p></p><p>1. What they're doing directly leads to XP</p><p>2. What they're doing directly leads to treasure</p><p>3. My first instinct was to say, "No, that will not work."</p><p></p><p>In these cases, I might want to say, "Hey, go ahead and roll."</p><p></p><p></p><p></p><p>It's mostly what I hated about 3e/4e. In 3e, you quickly outstrip the DCs of anything you want to do. Skill DCs for the two skills you choose are irrelevant after level 8. You just always succeed (and always fail at nearly everything else). It's especially absurd with opposed checks. +30 vs +2? In 4e, you start out with like a 55% chance of success at everything. As you progress in levels, if you bust your ass and put everything you got into something, you might end up with a 45% chance of success at the things you're good at.</p><p></p><p>In 5e, every bonus is an *actual improvement*. You're *actually better*. You start out at 50% and end up at 75%. Maybe that's a slow progress, but it's real progress.</p><p></p><p>I also really like that in 5e, your bonus is about 50% from skill (proficiency bonus) and 50% from raw talent (ability scores). I never liked ability scores trumping everything else or vice-versa. Both are important.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 6769874, member: 6777737"] I see stuff like this and to me it sounds like the player is saying, "I should be able to never fail when I get good at stuff. I should get so good I don't have to roll." No, that's not how it works. If you're rolling a die -- if we're stopping the game to make you roll a die and determine a result -- then you have a chance to succeed or fail. If you're rolling a die, then it's because the DM is challenging the players. One of the first decisions we came to was that rolling dice when nobody cared or retries were unlimited was a complete waste of time. Just stop doing it. Just let the players [I]do[/I] it. Rolling a die? Failure has consequences. Success has rewards. Now, it's the DM's job to not make dice rolling excessive or for irrelevant events. [I]Most[/I] things the players do should just succeed. If the players aren't earning rewards (XP, gold, treasure) then you really have to consider why you're making them roll dice. Certainly there are times when dice are rolled and there's no XP or treasure, but it's thinking along those lines that gets you to thinking about "Do my players need dice to adjudicate this action?" My rules of thumb: 1. What they're doing directly leads to XP 2. What they're doing directly leads to treasure 3. My first instinct was to say, "No, that will not work." In these cases, I might want to say, "Hey, go ahead and roll." It's mostly what I hated about 3e/4e. In 3e, you quickly outstrip the DCs of anything you want to do. Skill DCs for the two skills you choose are irrelevant after level 8. You just always succeed (and always fail at nearly everything else). It's especially absurd with opposed checks. +30 vs +2? In 4e, you start out with like a 55% chance of success at everything. As you progress in levels, if you bust your ass and put everything you got into something, you might end up with a 45% chance of success at the things you're good at. In 5e, every bonus is an *actual improvement*. You're *actually better*. You start out at 50% and end up at 75%. Maybe that's a slow progress, but it's real progress. I also really like that in 5e, your bonus is about 50% from skill (proficiency bonus) and 50% from raw talent (ability scores). I never liked ability scores trumping everything else or vice-versa. Both are important. [/QUOTE]
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