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General Tabletop Discussion
*Dungeons & Dragons
Not liking Bounded Accuracy
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<blockquote data-quote="Celtavian" data-source="post: 6773864" data-attributes="member: 5834"><p>It all comes down to cinematic impact to me. I just want to make sure I'm not encouraging the 3E/<em>Pathfinder</em> method of everyone rolling where a natural 20 accomplishes something because 4 to 6 players are rolling their d20 multiple times. Or someone takes a 1 in a Knowledge skill with a high intelligence because they know the CR of all creatures in that category are low, so they don't need more skill points. Or any of the ridiculousness in a system with hard-coded DCs that let everyone roll increasing the chance they succeed to nearly 100% because eventually someone will get lucky.</p><p></p><p>I want skill proficiency to have meaning. I want to be able design challenges that only the big guy in the group can possibly pull off or that only the big brainy wizard can figure out. I don't want a bunch of random die rolls for any ability check turning skills into a probability roll based on an entire group getting to make the check. That system was no fun and the antithesis of interesting. It turned the skill system into a system of tedious rolling with very little narrative impact.</p><p></p><p>It was the very definition or "roll-playing" versus "role-playing."</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6773864, member: 5834"] It all comes down to cinematic impact to me. I just want to make sure I'm not encouraging the 3E/[i]Pathfinder[/i] method of everyone rolling where a natural 20 accomplishes something because 4 to 6 players are rolling their d20 multiple times. Or someone takes a 1 in a Knowledge skill with a high intelligence because they know the CR of all creatures in that category are low, so they don't need more skill points. Or any of the ridiculousness in a system with hard-coded DCs that let everyone roll increasing the chance they succeed to nearly 100% because eventually someone will get lucky. I want skill proficiency to have meaning. I want to be able design challenges that only the big guy in the group can possibly pull off or that only the big brainy wizard can figure out. I don't want a bunch of random die rolls for any ability check turning skills into a probability roll based on an entire group getting to make the check. That system was no fun and the antithesis of interesting. It turned the skill system into a system of tedious rolling with very little narrative impact. It was the very definition or "roll-playing" versus "role-playing." [/QUOTE]
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Not liking Bounded Accuracy
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