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Should Bounded Accuracy apply to skill checks? Thoughts on an old Alexandrian article
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<blockquote data-quote="Clint_L" data-source="post: 9505774" data-attributes="member: 7035894"><p>Actually, I have repeatedly suggested that the 2024 monk is an improvement but now OP and could use a nerf. And in my first post on this thread I point out that I already nerf reliable talent.</p><p></p><p>What is the fun of putting a DC 25 lock in a level 1 encounter or a DC 10 one in a level 10 encounter? What a waste of time!</p><p></p><p>Okay, well now them's fighting words!</p><p></p><p>I don't even know what "the narrative of the world" is for outside of the experience of the players. Are you just building a world narrative regardless of who the party is or what level they are? Is what they run into just random, so you start the campaign somewhere in your world narrative and they keep TPKing until they get lucky and start in a low level area? I don't believe that you aren't taking your party composition and level into account when planning sessions. That would be utterly pointless - you'd be doing a ton of work for games that are wipe-outs or walkovers. That truly sounds like bad design.</p><p></p><p>And what about character backstory and wants, needs, flaws? How do you generate interesting, character-driven stories without taking those into account? Do you ignore the work your players put into building their characters?</p><p></p><p>This is a storytelling game. I don't think incorporating basic storytelling principles (i.e. your character's ability, history and choices matter) is poor design and DMing, but maybe I misunderstand your point entirely.</p><p></p><p>I also note that every adventure ever published takes careful account of projected character levels when planning encounters and challenges.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9505774, member: 7035894"] Actually, I have repeatedly suggested that the 2024 monk is an improvement but now OP and could use a nerf. And in my first post on this thread I point out that I already nerf reliable talent. What is the fun of putting a DC 25 lock in a level 1 encounter or a DC 10 one in a level 10 encounter? What a waste of time! Okay, well now them's fighting words! I don't even know what "the narrative of the world" is for outside of the experience of the players. Are you just building a world narrative regardless of who the party is or what level they are? Is what they run into just random, so you start the campaign somewhere in your world narrative and they keep TPKing until they get lucky and start in a low level area? I don't believe that you aren't taking your party composition and level into account when planning sessions. That would be utterly pointless - you'd be doing a ton of work for games that are wipe-outs or walkovers. That truly sounds like bad design. And what about character backstory and wants, needs, flaws? How do you generate interesting, character-driven stories without taking those into account? Do you ignore the work your players put into building their characters? This is a storytelling game. I don't think incorporating basic storytelling principles (i.e. your character's ability, history and choices matter) is poor design and DMing, but maybe I misunderstand your point entirely. I also note that every adventure ever published takes careful account of projected character levels when planning encounters and challenges. [/QUOTE]
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Should Bounded Accuracy apply to skill checks? Thoughts on an old Alexandrian article
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