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2021-04-24, 09:47 AM (ISO 8601)
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- Nov 2013
Re: Purpose of magical items (+1/+2/+3) in a bounded system with proficiency bonuses?
No, that's punishing players for the choices they make. DM doesnt like the player's build choice so no magic item for you! I don't accept that. The Great Weapon Master warrior still gets his magical greatsword/great axe. It doesn't have to be a +2 weapon with a rider like the 16 ST Champion weapon and shield user Protection style with Healer feat got, but he gets something and it's not a +0 greatsword that never gets dirty or that ilk. It could be a +1 greatsword that does an extra 1d6 radiant damage against undead and fiends in a campaign where undead and/or fiends will appear often not necessarily every combat. Maybe it's a Flametongue. He gets something.
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2021-04-24, 09:48 AM (ISO 8601)
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- Sep 2015
Re: Purpose of magical items (+1/+2/+3) in a bounded system with proficiency bonuses?
I used to use it with AD&D "build a dungeon" tables. Does the DMG still have those?
I confess, I've skipped over the vast majority of the world and adventure building sections of the DMG despite looking at the book at least once a week.
No, it's not. It's adding a cost to the feat / choice before it is made, which changes the value equation when considering making it.
Doing it after the fact without making it explicit in advance by intentionally selectively rewarding as a balancing act for others might be punishing choice. It depends on the intent, and if it negatively impacts the chooser.Last edited by Tanarii; 2021-04-24 at 09:52 AM.
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2021-04-24, 09:51 AM (ISO 8601)
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2021-04-24, 09:53 AM (ISO 8601)
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- Sep 2015
Re: Purpose of magical items (+1/+2/+3) in a bounded system with proficiency bonuses?
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2021-04-24, 10:11 AM (ISO 8601)
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- Oct 2015
Re: Purpose of magical items (+1/+2/+3) in a bounded system with proficiency bonuses?
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2021-04-24, 10:58 AM (ISO 8601)
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Re: Purpose of magical items (+1/+2/+3) in a bounded system with proficiency bonuses?
so the reason we have +x items is because bounded accuracy includes +x items, if you play the game without +X items you will find yourself massively underperforming after level 5 and at level 10 you pretty much can't play. note magic-user classes because of how spells are built can ignore as dc are easier to succeed compared to AC.
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78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
my first game started on a pirate ship
Sorry for any spelling mistake
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2021-04-24, 11:02 AM (ISO 8601)
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- Jul 2014
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Re: Purpose of magical items (+1/+2/+3) in a bounded system with proficiency bonuses?
I have a LOT of Homebrew!
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2021-04-24, 11:08 AM (ISO 8601)
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- May 2015
Re: Purpose of magical items (+1/+2/+3) in a bounded system with proficiency bonuses?
Cool, idk why but I'm generally under the impression most DMs don't do that for randomly generated loot.
Hmm... I'm getting some different results, granted my napkin math is not taking crits into consideration, but the disparity is to large for crits to shore it.
50% I get you need 24+ avg damage (in a d6 weapon), to get higher DPR from a +1att/dam
if you replace for 40% you need only 19+
and with 70% well... you need 34+
With larger damage dice the disparity increases clearly in favor of the damage bonus
Spoiler: math
(d + 3.5) * 10/20 < (d + 1) * 11/20
10d + 35 < 11d + 11
24 < d
The general formula would be something like:
ad = avg att damage
wd = avg weapon die damage
h/5 = chanche to hit / 5 (50% would be 10, since its the amount of sides on the d20 that land the hit)
==> (ad + wd) * h/5 < (ad + 1) * (h/5 +1)
==> h/5 * ad + h/5 * wd < ad * h/5 + ad + h/5 + 1
==> h/5 * wd < ad + h/5 + 1
==> h/5 * wd - h/5 < ad + 1
==> h/5 * (wd - 1) < ad +1
==> h/5 * (weapon dice avg - 1) < attack dam avg +1
it breaks if you are already hiting on a 2 (95%), or if you would miss even on a 20 ("0%")
Now since your att dam avg and weapon die avg are static, we can solve for %hit
%hit < 5 * (attack dam avg +1) / (weapon dice avg - 1)
For instance a Greataxe wielded by someone with 20 str using GWM would have an avg dam of 21.5 and avg dice of 6.5
%hit < 5 * 22.5 / 5.5
%hit < 20.45
So the extra damage die will yield higher DPR as long as your chance to hit is above 20.45%
Last edited by Rukelnikov; 2021-04-24 at 11:16 AM.
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2021-04-24, 11:13 AM (ISO 8601)
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- Dec 2018
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- Arizona
Re: Purpose of magical items (+1/+2/+3) in a bounded system with proficiency bonuses?
It's a placebo.
Fun fact, Department Stores don't really have massive sales. Levi's aren't really $50 marked down to $20. They're $20 but they fake the sale so people feel like they got a deal.
JC Penny tried just being honest and almost went bankrupt.
People in general find having a +7 to a +8 because of their cool magic weapon more interesting than just having a +8.
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2021-04-24, 11:28 AM (ISO 8601)
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Re: Purpose of magical items (+1/+2/+3) in a bounded system with proficiency bonuses?
bounded accuracy assumes you have a +3 stat and your proficiency mod, look at the average ac of monsters you will find after level 5 not only do you need a magic item to overcome damage resistance but also that the ac spikes up by 1 above what you expect. it happens again at level 10 making it 2 points higher than you would expect. you will also notice that monster attacks do the same having an odd spike in bonus to hit that would require most martial classes to pick up a +x ac item. exceptions being for fighters with heavy armor and lucky monks and barbarians.
Have you accepted the Flying Spaghetti Monster as your Lord and Savior? If so, add this to your signature!
Beholders are just a meatball that fell out of the Flying Spaghetti Monster
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
my first game started on a pirate ship
Sorry for any spelling mistake
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2021-04-24, 11:35 AM (ISO 8601)
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- Jul 2014
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Re: Purpose of magical items (+1/+2/+3) in a bounded system with proficiency bonuses?
I have a LOT of Homebrew!
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2021-04-24, 11:37 AM (ISO 8601)
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- Apr 2016
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Re: Purpose of magical items (+1/+2/+3) in a bounded system with proficiency bonuses?
Have you accepted the Flying Spaghetti Monster as your Lord and Savior? If so, add this to your signature!
Beholders are just a meatball that fell out of the Flying Spaghetti Monster
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
my first game started on a pirate ship
Sorry for any spelling mistake
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2021-04-24, 11:46 AM (ISO 8601)
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- May 2015
Re: Purpose of magical items (+1/+2/+3) in a bounded system with proficiency bonuses?
You de need magic weaponry to overcome monsters damage resistance, but that doesn't mean a +X to att and damage, a Sword of Gleaming is magical and bypases the resistances, all it does is shine all day long.
Regarding the to hit bonus:
The guidelines from the DMG put CR 1 AC at 13, and you have +2 prof, so you would need 11 between die result and stat bonus to hit
At lvl 4 it bumps to 14, coincidentally thats the level a single class character gets their first ASI, so the relation would stay the same as at lvl 1
At lvl 5 it bumps to 15, which is when prof increases too, so we are still equal
At lvl 8 it goes to 16, again an ASI lvl, and since as you said +3 is the expected at level one, we are still in the same territory we were at lvl 1, monsters got +3 AC, PCs got 2 ASIs and a prof increase
At lvl 9 it stays on 16, and prof increased so hitting has become EASIER than at lvl 1.
At lvl 10 AC rises to 17, so it goes back to lvl 1 difficulty (if this bump had been at lvl 9, we would still have the same chances from lvl 1 till now)
At lvl 13 it increases by 1 to 18, and so does proficiency.
And finally at lvl 17 it increases to 19, and again so does proficiency.
So your expected chance to hit against a monster of your CR stays the same throught the 20 levels EXCEPT in lvl 9 when its actually easier.
Thus, no, you don't need magic weaponry to hit more often if the guideline is somewhat accurate, and I reckon it is.
What I do in my games is add proficiency to AC for most creatures in the MM, since those were clearly not balanced against feats and magic items, nevermind the eventual and inevitable power creep that dnd editions always have.Last edited by Rukelnikov; 2021-04-24 at 11:51 AM.
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2021-04-24, 12:01 PM (ISO 8601)
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Re: Purpose of magical items (+1/+2/+3) in a bounded system with proficiency bonuses?
I do agree with the OP in that your skills alone should be enough to keep up with the in-game expected progression, instead of bribing your way to victory with an outside source dependency such as necessary magical equipment.
Hope I got their message straight though.Below are the things I personally care when rating whether I consider a RPG rule as a favorite or not, in order;
- Legally guraranteed for free commercial redistribution (ORC, CC-BY-SA, etc.)
- All game entities (PC, NPC, monsters, etc.) generally follow the same creation structure and gameplay rules (with some obvious exceptions)
- Martial and Magical character archetypes do not completely overshadow each other in common situations (combat, exploration, socialization, etc.)
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2021-04-24, 12:43 PM (ISO 8601)
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Re: Purpose of magical items (+1/+2/+3) in a bounded system with proficiency bonuses?
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2021-04-24, 01:45 PM (ISO 8601)
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Re: Purpose of magical items (+1/+2/+3) in a bounded system with proficiency bonuses?
It looks to me like you missed the 16 and 19 single-class ASIs, which would actually make it get easier at those levels, and if the monsters don't gain more AC around then, after 16, it's at the same difficulty it was for that brief period at level 9, and after 19, it's even easier still.
Edit to add: Which is to say, this is a good and helpful analysis; I was just adding in a couple things that bolster your point.Last edited by Segev; 2021-04-24 at 01:45 PM.
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2021-04-24, 01:53 PM (ISO 8601)
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- Jun 2015
Re: Purpose of magical items (+1/+2/+3) in a bounded system with proficiency bonuses?
IMO and observation for the most part magic bonuses allow you to punch above your weight class. They're best used when the DM wants to use higher CR encounters they otherwise wouldn't stand a chance against.
Basically, + magic items let me use and play with monsters I ordinarily shouldn't yet.I am the flush of excitement. The blush on the cheek. I am the Rouge!
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2021-04-24, 02:09 PM (ISO 8601)
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- Sep 2015
Re: Purpose of magical items (+1/+2/+3) in a bounded system with proficiency bonuses?
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2021-04-24, 02:37 PM (ISO 8601)
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Re: Purpose of magical items (+1/+2/+3) in a bounded system with proficiency bonuses?
Exactly. Not only that, CR ~ Level is not how the game is intended. The CR of monsters you fight on a regular basis is generally going to be significantly lower than your party level, because they're intended to come in groups. Generally somewhere between CR ~ level / 2 and CR ~ level - 3.
And there's no significant power boost for CR 5+ monsters statistically. They grow at a roughly linear rate until the mid teens, when you start having more "boss-style" monsters that deviate. Characters get power boosts at tier boundaries, but that's from things like Extra Attack, 3rd/6th/9th level spells, etc. And those power boosts are baked in to the classes, not equipment dependent.
Also, if every character was expected to have a +X weapon by level 5, the treasure tables need to be completely overhauled. Because my copy of Xanathar's suggests that by level 5, the entire party should have 2 major magic items (which all +X weapons are). Period. And by level 10, they should have a cumulative total of 8. Giving an average party of 4 each a magic weapon would eat half the entire magic item budget, leaving little for actually interesting things.
This edition was designed to remove the "Christmas Tree/Item Treadmill" problem of earlier editions (3e and 4e especially). 3e and 4e assumed certain equipment-based bonuses at various levels. And in doing so, made magic items build requirements, not rewards. PF and later 4e solved that problem by just giving those "boring" bonuses (the +X to Y) as inherent bonuses on level up. But that's just a patch over a problem. And means that your range of acceptable monsters is a tiny sliding window, instead of 5e's generally expanding window (the low end moves up, but not as fast as the high end moves).Dawn of Hope: a 5e setting. http://wiki.admiralbenbo.org
Rogue Equivalent Damage calculator, now prettier and more configurable!
5e Monster Data Sheet--vital statistics for all 693 MM, Volo's, and now MToF monsters: Updated!
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NIH System PDF Up to date main-branch build version.
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2021-04-24, 04:31 PM (ISO 8601)
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Re: Purpose of magical items (+1/+2/+3) in a bounded system with proficiency bonuses?
Off topic but the JC Penny thing about being honest about pricing being the reason they almost went under is a red herring. They made rapid back to back high risk investment choices and banked on the fact they could leverage there assets and contracts in the event of the odds not playing out. Eventually they over played their hand and ran out of retries so they needed a reason to save face hence the honest price angle. In reality there net sales showed little deviation so the only loss from it was due to wasted advertisement. Similar story for Toys r Us.
It is kinda similar to the whole +1/2/3 magic gear thing. For the most part they are false advancement if they are factored into the base PC progression but if you don't factor them on some level you can quickly jump out of the normal range of what is expected. See any high AC build getting to the point they only take damage on nat 20s.what is the point of living if you can't deadlift?
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2021-04-24, 04:44 PM (ISO 8601)
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Re: Purpose of magical items (+1/+2/+3) in a bounded system with proficiency bonuses?
Count me in as one of those who don't see a lot of purpose behind +1/+2/+3 items. If they need to exist, they don't necessarily need to be magical, just high quality. But actual magic items should give their users options they didn't have before. Even a bog-standard flaming weapon is better than a +1 weapon, because doing fire damage with weapon attacks isn't something weapon-users can normally do without spell-casting.
Last edited by Morty; 2021-04-24 at 04:44 PM.
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2021-04-24, 09:16 PM (ISO 8601)
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2021-04-24, 10:09 PM (ISO 8601)
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Re: Purpose of magical items (+1/+2/+3) in a bounded system with proficiency bonuses?
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2021-04-24, 10:26 PM (ISO 8601)
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- Oct 2014
Re: Purpose of magical items (+1/+2/+3) in a bounded system with proficiency bonuses?
Bounded accuracy, according to 5E designer Rodney Thompson who coined the term, is about not making any assumptions at all on the DM's side (during monster design, etc.) that the PCs bonuses will increase over time. None. It doesn't mean they won't increase, but they don't have to.
What you're describing is the opposite of bounded accuracy, a number treadmill.
Quote, emphasis mine:
Conventional D&D wisdom tells us that the maxim "the numbers go up" is an inherent part of the class and level progression in D&D. While that might be true, in the next iteration of the game we're experimenting with something we call the bounded accuracy system.
The basic premise behind the bounded accuracy system is simple: we make no assumptions on the DM's side of the game that the player's attack and spell accuracy, or their defenses, increase as a result of gaining levels. Instead, we represent the difference in characters of various levels primarily through their hit points, the amount of damage they deal, and the various new abilities they have gained. Characters can fight tougher monsters not because they can finally hit them, but because their damage is sufficient to take a significant chunk out of the monster's hit points; likewise, the character can now stand up to a few hits from that monster without being killed easily, thanks to the character's increased hit points. Furthermore, gaining levels grants the characters new capabilities, which go much farther toward making your character feel different than simple numerical increases.
Now, note that I said that we make no assumptions on the DM's side of the game about increased accuracy and defenses. This does not mean that the players do not gain bonuses to accuracy and defenses. It does mean, however, that we do not need to make sure that characters advance on a set schedule, and we can let each class advance at its own appropriate pace. Thus, wizards don't have to gain a +10 bonus to weapon attack rolls just for reaching a higher level in order to keep participating; if wizards never gain an accuracy bonus, they can still contribute just fine to the ongoing play experience.
This extends beyond simple attacks and damage. We also make the same assumptions about character ability modifiers and skill bonuses. Thus, our expected DCs do not scale automatically with level, and instead a DC is left to represent the fixed value of the difficulty of some task, not the difficulty of the task relative to level. *snip*
-Rodney Thompson
Those interested in bounded accuracy should read the whole article. It's not really a new concept, but it's a new concept for WotC: no number treadmills.
BTW, bounded accuracy is not necessarily good per se. It's what makes minionmancers (Conjure Animals, Animate Dead, etc.) overpowered in 5E.Last edited by MaxWilson; 2021-04-24 at 10:33 PM.
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2021-04-24, 11:41 PM (ISO 8601)
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- May 2015
Re: Purpose of magical items (+1/+2/+3) in a bounded system with proficiency bonuses?
Well, yeah, but the guildeline accurately alines with increasing an attack stat on 4 and 8 and stops increasing after that on ASI levels. Having a 20 is not necessary, but I guess they assumed the "simplest" build possible, which would just be raising your main stat and starting with a 16, 15 from standard array +1 standard human.
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2021-04-24, 11:50 PM (ISO 8601)
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- Sep 2015
Re: Purpose of magical items (+1/+2/+3) in a bounded system with proficiency bonuses?
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2021-04-25, 12:05 AM (ISO 8601)
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- May 2015
Re: Purpose of magical items (+1/+2/+3) in a bounded system with proficiency bonuses?
That's not really what it means, making AC increase at the same rate as PC attack bonus is expected to, allows them to maintain the same level of difficulty for the challenges designed for the PCs level, thats what CR is, so a CR 1 creature should be as challenging for a lvl 1 PC as a CR 18 should be for an 18th lvl PC.
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2021-04-25, 10:56 AM (ISO 8601)
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Re: Purpose of magical items (+1/+2/+3) in a bounded system with proficiency bonuses?
Dawn of Hope: a 5e setting. http://wiki.admiralbenbo.org
Rogue Equivalent Damage calculator, now prettier and more configurable!
5e Monster Data Sheet--vital statistics for all 693 MM, Volo's, and now MToF monsters: Updated!
NIH system 5e fork, very much WIP. Base github repo.
NIH System PDF Up to date main-branch build version.
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2021-04-25, 11:02 AM (ISO 8601)
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2021-04-25, 11:18 AM (ISO 8601)
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Re: Purpose of magical items (+1/+2/+3) in a bounded system with proficiency bonuses?
My sig is something witty.
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.