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General Tabletop Discussion
*Dungeons & Dragons
Not liking Bounded Accuracy
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<blockquote data-quote="77IM" data-source="post: 6773270" data-attributes="member: 12377"><p>Because, to me, that's the whole point of bounded accuracy -- bound the chance of success but vary the CONSEQUENCES.</p><p></p><p>This is clearest with attack rolls, where the GWF paladin and the Dex-based battlemaster fighter both have the same attack bonus, but getting hit by them feels very different. </p><p></p><p>For your other examples -- jumping, climbing, sneaking, opening locks -- yeah, I'd give some improved consequence to the proficient character on those checks. Opening locks, for example; I'd let a proficient character make a check each round, while a non-proficient character might take several rounds to pick the same lock. For climbing, I might reverse it and say that consequences for failure differ; if you lack proficiency, failing by 5 or more makes you fall, but if you are proficient you need to fail by 10 or more to fall.</p><p></p><p>The point is to keep the basic success/fail chance constrained so that die rolls remain interesting and all characters have a chance to succeed and fail. But then vary the outcome so that characters are still differentiated.</p></blockquote><p></p>
[QUOTE="77IM, post: 6773270, member: 12377"] Because, to me, that's the whole point of bounded accuracy -- bound the chance of success but vary the CONSEQUENCES. This is clearest with attack rolls, where the GWF paladin and the Dex-based battlemaster fighter both have the same attack bonus, but getting hit by them feels very different. For your other examples -- jumping, climbing, sneaking, opening locks -- yeah, I'd give some improved consequence to the proficient character on those checks. Opening locks, for example; I'd let a proficient character make a check each round, while a non-proficient character might take several rounds to pick the same lock. For climbing, I might reverse it and say that consequences for failure differ; if you lack proficiency, failing by 5 or more makes you fall, but if you are proficient you need to fail by 10 or more to fall. The point is to keep the basic success/fail chance constrained so that die rolls remain interesting and all characters have a chance to succeed and fail. But then vary the outcome so that characters are still differentiated. [/QUOTE]
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Not liking Bounded Accuracy
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