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<blockquote data-quote="Gorgon Zee" data-source="post: 7852536" data-attributes="member: 75787"><p>Hitting a monster for normal damage is essentially a banal result. It's what you are expected to do. For me, a fight where I use the same set of attacks as I always do, and they work about the same amount of time as always, is the <strong>most boring possible</strong> fight. It literally says "nothing interesting happens". Now, I do understand the point of view that enjoys doing just this -- I've played and run with plenty of players like that, and so for them, bounded accuracy is great. Lots of people like the feeling of contributing by doing their standard hit point damage attack.</p><p></p><p>For me, when I roll a 16 on the dice and miss a monster, that is <strong>interesting</strong>. It means that there is something else going on, or a strategy I need to find, or maybe it's just too ;powerful and I should run away! But what it doesn't suggest is keep trying the same old thing. If at the same time I'm missing, it's also doing serious damage, retreating or regrouping is probably a good option. But I might also make a <strong>lore</strong> check, or look around for some terrain advantage. Maybe I'll start aiding someone else, or trying a different form of attack, looking to distract it so the barbarian has a better chance of landing that big blow.</p><p></p><p>Essentially, this is why I am not fond of the bounded accuracy paradigm. Its default combat is what I consider the most boring style -- everyone does their thing and it works as expected. I prefer systems where that isn't always the case; for me an opponent being hard to hit doesn't mean "you only hit one time out of three rather than every second turn", it means "you need to do something different". The bounded accuracy philosophy is explicitly that doing the same thing you always do is at least a plausible idea; it may not be the best, but it'll always have a reasonable chance of working. To me, that kills innovation and imagination -- it's a safety net that I'd prefer not to have.</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 7852536, member: 75787"] Hitting a monster for normal damage is essentially a banal result. It's what you are expected to do. For me, a fight where I use the same set of attacks as I always do, and they work about the same amount of time as always, is the [B]most boring possible[/B] fight. It literally says "nothing interesting happens". Now, I do understand the point of view that enjoys doing just this -- I've played and run with plenty of players like that, and so for them, bounded accuracy is great. Lots of people like the feeling of contributing by doing their standard hit point damage attack. For me, when I roll a 16 on the dice and miss a monster, that is [B]interesting[/B]. It means that there is something else going on, or a strategy I need to find, or maybe it's just too ;powerful and I should run away! But what it doesn't suggest is keep trying the same old thing. If at the same time I'm missing, it's also doing serious damage, retreating or regrouping is probably a good option. But I might also make a [B]lore[/B] check, or look around for some terrain advantage. Maybe I'll start aiding someone else, or trying a different form of attack, looking to distract it so the barbarian has a better chance of landing that big blow. Essentially, this is why I am not fond of the bounded accuracy paradigm. Its default combat is what I consider the most boring style -- everyone does their thing and it works as expected. I prefer systems where that isn't always the case; for me an opponent being hard to hit doesn't mean "you only hit one time out of three rather than every second turn", it means "you need to do something different". The bounded accuracy philosophy is explicitly that doing the same thing you always do is at least a plausible idea; it may not be the best, but it'll always have a reasonable chance of working. To me, that kills innovation and imagination -- it's a safety net that I'd prefer not to have. [/QUOTE]
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