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<blockquote data-quote="Blue" data-source="post: 7852277" data-attributes="member: 20564"><p>I agree Bounded Accuracy is not the only way to design games, and I'm glad there's variety out there.</p><p></p><p>That said, just about everything you claimed doesn't seem like an issue inherent with Bounded Accuracy. Or rather, some are because of bounded accuracy, but they are seen as features based on feedback from surveys and D&D Next feedback.</p><p></p><p><strong>contributes to the feeling of "sameness" between levels</strong> - a number ticking upwards should be the least part of levelling. If levels all feal the same, that's a class design issue.</p><p></p><p><strong>makes characters hit monsters most of the time</strong> - which is something that addresses as common player issue of having impotent rounds. In other words, commonly seen as a feature.</p><p></p><p><strong>takes teeth out of the enemies</strong> - monsters hitting mroe often takes out their teeth? low level monsters still providing a viable threat takes out their teeth? The only place this has any truth is more powerful monsters, but since their HPs were scaled up when their AC was scaled down, t's not even true there.</p><p></p><p><strong>makes the game too easy</strong> - 100% monster math. Whihc is a real issue. But not on bounded accuracy.</p><p></p><p><strong>removes magic items and gear as a mechanical reward of play</strong> - I think you mean removes the requirement that all characters get magic attack boosters and magic armor to keep up with expected math. Which (a) is something players as a whole wanted and (b) is completely false - that's monster math. Monster math scaling by CR/tier faster then native PCs math is what does that.</p></blockquote><p></p>
[QUOTE="Blue, post: 7852277, member: 20564"] I agree Bounded Accuracy is not the only way to design games, and I'm glad there's variety out there. That said, just about everything you claimed doesn't seem like an issue inherent with Bounded Accuracy. Or rather, some are because of bounded accuracy, but they are seen as features based on feedback from surveys and D&D Next feedback. [B]contributes to the feeling of "sameness" between levels[/B] - a number ticking upwards should be the least part of levelling. If levels all feal the same, that's a class design issue. [B]makes characters hit monsters most of the time[/B] - which is something that addresses as common player issue of having impotent rounds. In other words, commonly seen as a feature. [B]takes teeth out of the enemies[/B] - monsters hitting mroe often takes out their teeth? low level monsters still providing a viable threat takes out their teeth? The only place this has any truth is more powerful monsters, but since their HPs were scaled up when their AC was scaled down, t's not even true there. [B]makes the game too easy[/B] - 100% monster math. Whihc is a real issue. But not on bounded accuracy. [B]removes magic items and gear as a mechanical reward of play[/B] - I think you mean removes the requirement that all characters get magic attack boosters and magic armor to keep up with expected math. Which (a) is something players as a whole wanted and (b) is completely false - that's monster math. Monster math scaling by CR/tier faster then native PCs math is what does that. [/QUOTE]
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