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Removing Attack Rolls -- and maybe more? (Game Design / Theory Discussion)
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<blockquote data-quote="Blue" data-source="post: 8565308" data-attributes="member: 20564"><p>Your idea is interesting and fun, but you are starting with a flawed foundation that is skewing it off target.</p><p></p><p>The increasing affect of attack bonuses and skill DCs pushed some checks completely out of the range of possible for some characters (except attacks, where a natural 20 would always hit), and the flip side that some other DCs were at the point where a character could not fail, such as with trip attacks or disarms.</p><p></p><p><strong>Bounded accuracy does accurately correct those problems.</strong></p><p></p><p>Without nigh-unreachable saves and ACs, and the reduction of peicemeal damage reduction, HPs became the primary tuning point. The developers have said that they are calibrated to the point where encounters take the same number of rounds as before.</p><p></p><p><strong>So HP are not bloated.</strong></p><p></p><p>Now we have that out of the way, let's get to the discussion of your concept.</p><p></p><p></p><p>This is a really fun idea. Is there a way to make this more tactical, where there are times you might not want to spend HP to avoid the attack?</p><p></p><p>Side note, I find exploding dice slwo down play sicne they need to be evaluated, rerolled, and then totaled up. They aren't core to what you are suggesting, this isn't a showstop. Just wanted to mention that you may want to evaluate if they bring enough bonus to have it as a net positive. I do like the concept of something taking the place of a crit, as those are good dramatic swings.</p><p></p><p>As a small add, you may want to remove many of these bonuses if the wielder is not proficient, or other cases that would apply disadvantage.</p><p></p><p>Remember that some creatures do a lot of damage per hit, so DR 1:1 over 10 may not be sufficient. On the other hand, it can completely invalidate low level attacks, which undoes some of the work bounded accuracy brings to us in making monsters stay relevant.</p><p></p><p>Perhaps:</p><p></p><p>Light armor provides resistance vs. B/P/S of 10 damage or less.</p><p>Medium armor provides resistance vs. B/P/S of 25 damage or less.</p><p>Heavy armor provides resistance vs. B/P/S.</p><p></p><p>(Picking numbers out of the air.)</p><p></p><p>Have that DEX (with max DEX taken into consideration), shields, and anything that adds a set AC bonus provides DR equal to the bonus, applied after armor Resistance. Keeps HAM relevant as well.</p><p></p><p></p><p>Again, it was not intended to increase damage, so you don't need this.</p><p></p><p></p><p></p><p>I've been a proponent of miss damage, so I'm fine with this - in melee. Even if you don't connect, there's energy using in staying at that heightened alertness, stress, dodging, etc. But it would seem that every character being able to always hit at range strains verisimilitude.</p></blockquote><p></p>
[QUOTE="Blue, post: 8565308, member: 20564"] Your idea is interesting and fun, but you are starting with a flawed foundation that is skewing it off target. The increasing affect of attack bonuses and skill DCs pushed some checks completely out of the range of possible for some characters (except attacks, where a natural 20 would always hit), and the flip side that some other DCs were at the point where a character could not fail, such as with trip attacks or disarms. [B]Bounded accuracy does accurately correct those problems.[/B] Without nigh-unreachable saves and ACs, and the reduction of peicemeal damage reduction, HPs became the primary tuning point. The developers have said that they are calibrated to the point where encounters take the same number of rounds as before. [B]So HP are not bloated.[/B] Now we have that out of the way, let's get to the discussion of your concept. This is a really fun idea. Is there a way to make this more tactical, where there are times you might not want to spend HP to avoid the attack? Side note, I find exploding dice slwo down play sicne they need to be evaluated, rerolled, and then totaled up. They aren't core to what you are suggesting, this isn't a showstop. Just wanted to mention that you may want to evaluate if they bring enough bonus to have it as a net positive. I do like the concept of something taking the place of a crit, as those are good dramatic swings. As a small add, you may want to remove many of these bonuses if the wielder is not proficient, or other cases that would apply disadvantage. Remember that some creatures do a lot of damage per hit, so DR 1:1 over 10 may not be sufficient. On the other hand, it can completely invalidate low level attacks, which undoes some of the work bounded accuracy brings to us in making monsters stay relevant. Perhaps: Light armor provides resistance vs. B/P/S of 10 damage or less. Medium armor provides resistance vs. B/P/S of 25 damage or less. Heavy armor provides resistance vs. B/P/S. (Picking numbers out of the air.) Have that DEX (with max DEX taken into consideration), shields, and anything that adds a set AC bonus provides DR equal to the bonus, applied after armor Resistance. Keeps HAM relevant as well. Again, it was not intended to increase damage, so you don't need this. I've been a proponent of miss damage, so I'm fine with this - in melee. Even if you don't connect, there's energy using in staying at that heightened alertness, stress, dodging, etc. But it would seem that every character being able to always hit at range strains verisimilitude. [/QUOTE]
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