5e’s bounded accuracy is not bounded enough

5e D&D’s bounded accuracy is supposed to keep attack rolls, DCs, and other numbers in check, allowing monsters to stay relevant longer and decreasing the gap between proficient and non-proficient characters. In a 2012 blog post, WOTC’s Rodney Thompson said this:

Nonspecialized characters can more easily participate in many scenes. While it’s true that increases in accuracy are real and tangible, it also means that characters can achieve a basic level of competence just through how players assign their ability bonuses. Although a character who gains a +6 bonus to checks made to hide might do so with incredible ease, the character with only a naked ability bonus still has a chance to participate. We want to use the system to make it so that specialized characters find tasks increasingly trivial, while other characters can still make attempts without feeling they are wasting their time.

Accuracy, saving throw bonuses, and skill checks are certainly more bounded than previous editions, which generally handed a fighter up to a +20 bonus to attack rolls over 20 levels, plus whatever they got from raised ability scores. Similarly, in previous editions, a character’s best saving throw/defense bonus increases by about 10 or more between levels 1 and 20.

In contrast, 5e’s proficiency bonus only increases by 4 points over 20 levels (or 10 points with expertise) plus a few points from increased ability scores. That seems like a lot less, right? But in my opinion, it’s still not bounded enough, and that’s a major reason that the game falters at high levels.

attack bonuses

In 5e, attack accuracy is not the main problem with increasing proficiency bonus. Every character gets their proficiency bonus added to their attacks. It’s a given. Therefore, a character’s proficiency bonus could really be anything and it can work fine against appropriately-leveled monsters, as long as the monster’s AC is raised to compensate (generally through some arbitrary amount of “natural armor”). When added to attack bonus, proficiency bonus is nothing more than a lever you can use to determine how to treat mismatched opponents. The higher the proficiency bonus scale, the more you’re nerfing low-level monsters. If you want tenth-level characters to be threatened by groups of CR 1/2 goblins, you want the game to use a low proficiency bonus; if you want heroes to cinematically hack their way through dozens of goblins, you want a high bonus. That’s a stylistic choice for your game and it’s not broken either way; it just tells a different story.

Increasing attack bonuses, then, are fine, because they’re across the board. The problem with 5e’s proficiency bonus is that it also increases skills and saving throws. At high levels, these increases make it hard to keep tension in the game.

skills

Skills are generally not as important for character survival as attack rolls, but inasmuch as skills are important, you want them to work. At high level, the gap between a skilled and unskilled character becomes unmanageable. A 17th-level rogue might have a +11 in Stealth without having any particular stealth-based feats, class features, or magic items, and a cleric of the same level might still have a +0 in Stealth. And that’s before Expertise, which brings the rogue to +17! You can’t meaningfully challenge these two characters with the same obstacle.

The issue also causes problems with monster design. Do we want a +17 stealth rogue (with a minumum stealth roll of 27 due to Reliable Talent) to auto-succeed on stealth checks versus nearly every monster? If not, we’re forced to give a high Wisdom plus proficiency (or double proficiency) in Perception to many high-level monsters. Without those hacks, stealth scenes (or rinse-and-repeat rogue sniper tactics) are auto-successes devoid of drama. With boosted Perception scores, sneaking becomes nearly impossible for the group. This is not what we want as DMs. Perhaps more so than nearly any other type of scene, stealth scenes should be tense and suspenseful, with the chance of catastrophic failure in the offing.

How do 5e’s skill increases compare to earlier editions? In 3e, without trying very hard, a level 20 rogue’s Stealth bonus could be 30 points higher than a cleric’s: a 3e rogue’s fumble is far better than a cleric’s crit. In 4e, the a level 30 rogue’s Stealth bonus might be 15 points higher than the cleric’s. Is 5e more bounded than that? For the most part it is, with most skill bonuses topping off around +11 or so. However, a rogue with expertise in Stealth can have a bonus that rivals a 4e rogue’s bonus; with Reliable Talent, they can even approach a 3rd level character’s total. More than anything, Expertise is the problem here, sending skill bonuses out of bounds.

saving throws

Saving throws are similarly harmed by an increasing gap between proficient and nonproficient scores. While you can easily raise monster AC to stay competitive with climbing attack bonuses, you can’t do the same with every saving throw to keep up with PCs’ spell DCs. The Wisdom saving throw is particularly vital. There are so many “I-win” spells with Wisdom saving throws that every high-level monster, in order to be able to stand on its own, needs one or more of the following: a high Wisdom score, a Wisdom saving throw proficiency, spell resistance, or legendary resistance – no matter what the monster’s story is – just to deal with the wizard’s DC 19 polymorph or similar spell. (Such save-or-lose spells are pretty inexpensive for a high-level wizard. A level 17 wizard can toss off a polymorph every turn for 9 turns!)

There are scattered “I-win” spells with non-wisdom saving throws, too, so most high-level monsters are built with tons of save proficiencies, which is kind of a hack. (What do I consider a hack? Any monster stat block feature that is not tied to a story feature. What’s the story behind a purple worm, with 8 Wisdom and no Perception proficiency, having a Wisdom saving throw proficiency? It’s just there to wallpaper over a crack in the math.)

Saving throws are just as unsatisfying when employed by monsters against high-level characters. What’s a fair DC for a devastating monster attack that causes petrification or a similarly significant effect, considering the high-level cleric has a +11 Wisdom save and the rogue has a +0? Any DC that offers the rogue a decent survival chance is nearly an auto-success for the cleric, and a challenge for the cleric is a near-certain failure for the rogue. It really would work better if, as a monster designer or DM, you could set a DC that caused tension for both characters (despite the cleric’s better chance of success).

How does 5e compare to earlier editions in different characters’ gap between saving throw bonuses?

Despite 5e’s bounded accuracy, it’s really no better in this regard than most previous editions. Consider TSR D&D up to 2e. While some classes were better at some saving throws than other, they all improved as they leveled. For instance, in 2nd edition, a 20th level cleric was really good against Death Magic… but the most vulnerable character, the thief, was only 6 points worse. In 3e, this gap went up: a 20th level cleric’s Will save might be 15 to 20 points better than a rogue’s. 4e tightened this up: a cleric’s Will defense might be 10 or so points better than a rogue’s, just as in 5e. In other words, 5e’s bounded accuracy hasn’t tightened up the saving throw , and in fact it’s pretty much on par for most editions.

a high level problem

If you mostly play the game at low and mid-levels (level 10 and below), bounded accuracy problems rarely come up. At level 5, the difference between a rogue and cleric’s Wisdom save, or a wisdom-based skill bonus, might be +0 versus +7. A medium DC of 15 is a non-foregone challenge for both characters.

It’s no coincidence that D&D’s “sweet spot” is up to around level 10. After that, with increasing primary ability bonuses and proficiency bonuses, plus performance-enhancing class features, the gap between the proficiency haves and the have-nots becomes an increasing obstacle to exciting play.

flattening proficiency bonus

What if we kept the game in the sweet spot? Let’s set the proficiency bonus at a good value – say +3 – and never change it. (Am I crazy, or was this the case at some point during the D&D Next playtest?)

Changing proficiency bonus to +3 gives skilled characters a tiny bit of extra power at low level, when they’d normally only have a +2 proficiency bonus. Fine! A +2 bonus is a bit of a small, fiddly bonus anyway for 5e. And a fixed +3 bonus across all levels allows for more focused designs for monsters, traps, and other challenges. A trained, high-level rogue’s Stealth check is reduced to +8 (or +11 if we still let expertise double the proficiency bonus to +6), and a cleric’s spell DC is reduced to 16, which means that even a lowly purple worm can have a small but non-trivial chance to spot the assassin or shrug off the polymorph. In turn, the DC of the purple worm’s Tail Stinger attack can be set so that it threatens both the level 17 fighter (Con DC +8) and the rogue (Con DC +2. No one dumps Constitution, right?)

Of course, monster design would need to be rebalanced around these lower proficiency numbers. High-level monsters could lose about 2 points of natural armor, for instance, and CR 15+ monsters wouldn’t all need four or more save proficiencies. Overall, high-level combat would work better, with fewer design kludges and guaranteed-success or guaranteed-failure rolls.

would this break the game?

Game design is like putting a fitted sheet on a bed. Every time you tug on one corner, another corner is in danger of popping off. If we flatten out proficiency, what are the unintended consequences going to be? Will we break the game?

Well, obviously, at levels 5-8, there will be no consequences (proficiency bonus is already +3). In fact, from levels 1 through 12, there will be minimal consequences (we’re only talking about a +-1 change at most). The change becomes meaningful at around level 13, where we’re dropping proficiency bonus from +5 to +3.

The likely consequence is that groups of low-level monsters become slightly more dangerous to high-level characters. Their attack bonuses and saving throw DCs will be relatively closer to those of their higher-level opponents. Conversely, solo monsters are nerfed, since they don’t get the same boost as hordes of weak monsters.

I think the way to go here is to institute a change D&D badly needs anyway: increase the hit points and damage of high-level monsters. To scale D&D monsters, you have two knobs you can turn: you can increase attack roll/AC, and you can increase damage/hit points. Let’s do more of #2. (This is something I suggested for 4e as well.) In 5e, low-level monsters, like goblins, do too much damage relative to their supposed challenge rating, and high-level monsters deal too little. Instead of increasing linearly, monster damage and hit points can be a tad exponential. High-level characters have so many game-breaking powers that there’s no challenge otherwise. This is a change D&D monsters badly need – let’s just go ahead and make it.

If we boost high-level monster hit points and damage, will there be unanticipated consequences to that change as well? Sure. But given the many problems of high-level play, the risks inherent in making big changes are minimal. High-level play is broken anyway and only works if the DM carefully massages it. My proposed changes won’t fix every problem, but I think they’ll help a lot.

Now is there any chance that proficiency bonus will be flattened in 6e/One D&D, as I advocate for?

No.

6e is clearly tying its wagon to the proficiency-bonus star. Character abilities are becoming more dependent on this number, with nearly every character power being usable a number of times per day equal to the character’s proficiency bonus. The designers clearly envision this number rising as characters gain in level: it’s how nearly every playtest power scales. I’m sure proficiency bonus will remain, as it is now, +2 to +6.

Oh well. Maybe in 7e.

13 Responses to “5e’s bounded accuracy is not bounded enough”

  1. Asbjørn says:

    I guess the other way to flatten the math would be to introduce some unproficiency bonus, and just scale up every non trained skill check by some level dependent bonus. That hardly seems like an elegant way to solve it however.

    This extreme flattening of the bonus kinda brings the system closer to something like whitehack or some of the other minimalist osr systems, here skill checks are just attempting to roll under one of your characters relevant attributes. Possibly modified by a small difficulty modifiers, eg. picking a hard lock would be rolling under your dex -1, perhaps with advantage for PCs trained in lockpicking.

  2. mAc Chaos says:

    What if you just removed proficiency bonus altogether except for attack rolls?

  3. PB says:

    Why even have a bonus if it never changes? Instead of +3 proficiency, why not just reduce all target numbers by 3 and have everything be an unmodified roll?

  4. Paul says:

    MODEL 1: Removing the proficiency bonus totally makes it a skill-less system. Some people are stronger, some are more charismatic, etc, and that’s as granular as we get. … I mean I’m fine with this.

    MODEL 2: A system with a fixed bonus, as I suggest here, means that you can specialize in skills: you can be better at deception than persuasion for instance. After choosing your skills, the main way you get better at deception is by increasing your Charisma. I’m fine with this too!
    MODEL 3: The 5e system of increasing proficiency bonus represents adventurers who further specialize: they automatically get better at deception without improving their overall Charisma. Sure, that’s also a plausible model. I don’t find it any more compelling than 2, though, and I think it leads to worse gameplay.

    Model 2 is my mild preference, then the old-school Model 1, and finally Model 3 is my least favorite.

    If people want to feel like they’re progressing, how about this? Rory and I cooked this idea up recently

    -Every few levels (four?) characters can choose a _new_ skill to gain proficiency in. Alternatively, they can gain _expertise_ in an already trained skill, which raises the bonus from +3 to +4. (They can’t go from +4 to +5.) This improves people’s breadth of skill as they level up and gives them a very limited path to specialization without leading to runaway numbers.

  5. YUMDM says:

    Probably going to have to disagree with this. Bounded accuracy is one of the major design flaws of 5e. It is no where in-line with the difficulty level (in the DMG). If anything, you want to give characters more proficiency bonuses. Or, actually have a skill system that means you can increase skill independently so you can craft an individual character (pun intended) and not have them all the same.

    As for increasing damage and HP of monsters, the issue is the exact opposite. You need to lower damage output and HP of the characters so they are actually mortal and not super-humans. That will make monsters more deadly.

    Wizards had a great opportunity to lower all numbers with 5e but instead went the Warcraft big number route instead – a missed opportunity. Especially given the aversion modern players and game designers seem to have to basic maths.

  6. mAc Chaos says:

    Personally, I don’t get why people want things to be super fixed — at that point it’s no different than there being no bonus at all. So why bother?

    Right now, the difference makes for two kinds of game experiences, which I think is intentional: at low level you’re fragile and afraid, and AC is good, you want to not get hit. At higher level everyone is trading blows and slugging it out and you feel strong.

  7. Paul says:

    ehh… I’m not that concerned about AC and attack bonuses… slugging it out is fine. It’s saves and skills that I like the least.

    And yes, there are two different game experiences at low/mid vs high levels: one people like a lot, and one people generally don’t like very much.

  8. Akavakaku says:

    I’m a fan of 5e’s bounded accuracy in general, but I agree about your conclusions that it breaks down a bit with saving throws and Expertise. But instead of flattening proficiency bonus, what if you just revise saving throws and Expertise? If all creatures were proficient in all saving throws, it would allow high-level creatures to keep up with the scaling DCs. And if Expertise were a flat bonus, like +3 on top of proficiency bonus, it wouldn’t get out of hand at high levels.

  9. J-H says:

    Instead of increasing high-level monster damage even further, why not take a page from 2e and cap hit point growth after 10th level? Once you hit 10th, you only gain 3hp for warriors, 2hp for mid-line, 1hp for casters.

    This increases the threat level of monsters without requiring Ridiculous Rocket Tag damage at high levels, and it’s the approach I’ll be taking in the next 1-20 campaign I start.

    It makes Constitution slightly less relevant; everyone treats that as a mandatory secondary stat anyway, though, so reducing its relevancy is probably a positive for build diversity.

  10. aurvay says:

    Ehh, I don’t see the discrepancies between the saves of different classes a problem per se. It gives the DM the option to exploit different weaknesses the PCs have, if nothing, and is actually great.

    On the other hand, legendary saves make up for the weaknesses with a “boss” monster’s saves. Accompany that with higher hps, and you’re looking at 5 to 6 rounds of combat and depletion of spellcasting resources before the PCs could wear a legendary monster down. I feel like I have to mention this as well: A monster’s average hp in their stat block is not be-all and end-all when it comes to hit points. A DM can simply choose to assign them their max hps legally—in terms of organized play.

    For regular monsters, I just expect the PCs to exploit their weaknesses as much as I do theirs.

    Giving PCs a fixed proficiency bonus throughout their carreers won’t fix any of the issues with 5e, though. It would just make leveling up outright unexciting and boring. Flattening out everything makes for a dull game, as we’ve already seen with how the extremely balanced-out nature of 4e did turn the entire game to an uninspiring slog.

    The real issue is with the lower monster damage output at higher levels, and unless all of them turns into kaijus, a damage output increase wouldn’t make sense for the most part.

    The fix is lowering PC hps.

    I came to this blog post expecting to read about your suggestions on how to do it, because the main problem with character hp gain is that it does not adhere to the bounded accuracy rules and the PC hps simply keep growing.

    I actually solved the issue with high PC hps and expertise/reliable talent at my game, but I don’t have the heart to share the details of my homebrew fix with an audience which thinks anchoring the proficency bonus at +3 is a good idea. But in short, it comes to this: just tie PC hit dice to their proficiency bonus. You’re welcome.

  11. GelatinousCube80 says:

    D&D is a team game that’s designed to be inherently winnable.

    If the party cleric and monk have high wisdom saves, and the party fighter and rogue have low wisdom saves – then you can design your encounters with the anticipation that when the bbeg casts fear on the party, the cleric and monk will probably save and the fighter and rogue will probably fail.

    I don’t see how this is a problem?

    There is still plenty of drama and tension when the fighter & rogue are frightened or paralyzed, even though the monk & cleric had a slim chance of failing.

    This is a team of adventurers who are covering for each other’s weaknesses – that’s precisely how the game was intended. The game isn’t designed to consistently produce a TPK.

    Skill challenges are the same – the rogue might not have a chance of failing that stealth check, but when the whole party has to sneak past that minotaur, that’s only a single success on a group check.

  12. evankh says:

    Skills: A high-level rogue can sneak past basically anything with no difficulty. So what? At 17th level, you are basically a demigod; and wizards could turn invisible 14 levels ago. I see no issue with them being incredibly good at what they do.

    Saving throws: I see save-or-suck spells more as a problem with spell design than whether or not the target saves. For Polymorph, maybe it takes a few rounds to cast or to take effect, maybe there’s a limit on how weak you can make it, maybe you can only target allies, maybe that spell just shouldn’t exist.

    I have long been a fan of giving PCs half their proficiency bonus on untrained saves – it doesn’t make sense that a 20th-level demigod archmage is just as easy to push around as she was at level 1. But I’ve also considered going the other way, and increasing both ability limits and proficiency – said archmage has a save DC of 19, which means an untrained, perfectly average peasant has a 10% chance of resisting one of her spells. That’s never sat quite right with me. There seems to be an aversion to making things actually impossible, but why shouldn’t the archmage’s charms be literally irresistible, or the dragon’s scales literally impenetrable by a peasant’s spear?

  13. darkfluid says:

    Lots of good suggestions here, to summarize some above that I like:
    1. Lower PC hit points…HP are already too high in 5e and it leads to long boring combats, go old school and limit HP gains after 10th level is a good idea..
    2. Maybe a fixed bonus would be good? We can look to games similar to Castles and Crusades that already do so…but those games aren’t bounded..they instead add level as well. Another recent game, Reaper’s Dungeon Dwellers, combines the two ideas and makes proficiency simply a multiplier of level (add level or 1/4 level). I like these approaches..but they don’t work with bounded…I think honestly you need to either fix the prof bonus or remove the ability to increase player ability scores…allowing both just gets out of hand and allows too much stacking.
    3. How much do levels after 10 matter? I would be interested to see if anyone has good number collected somewhere (I doubt this exists at all) to how many games exceed 10th level by any margin worthy of noting. The high level campaigns I’ve played in the last 30 years have been shockingly rare…sometimes I feel the only reason people want to play them is because of high level spells..if those spells weren’t in the PHB I don’t think my players would want to continue most campaigns and simply do so to “play with those spells” at least once. So I’m not surprised if 6E design doesn’t worry about optimizing them too much.

    I don’t mean to feel pessimistic..but I’m not confident 6E will fix this…D&D is such a big umbrella I think they are scared to try and refine the game too much…there is too diverse a fan base and so it ends up being a design by committee type affair. It leads to the game being just good enough for most people to play without being displeased, but never good enough to fully please most people. I remain ever curious to see how they evolve it however.

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