Bounded Attack Bonuses (Feb 6, 2013)
Attack Roll or Saving Throw (Jan 29, 2013)

It didn’t take me long at all to realize I really didn’t like the idea of accuracy changing with levels. I’m still a fan of the saving throw mechanic used to prevent effects from taking place, and for that to remain comparatively unmodified.

I did read an article on the Wizards of the Coast website (I didn’t check the date), that discussed the benefits of Bounded Accuracy and I pretty much agree with everything they had to say. I’m actually for a lot of the basic ideas, and arrived at many of the same conclusions myself. I have been doing this for the better part of a decade.

Each new monster “expanding” the game master’s options rather than limiting them sounds good to me. I think a lot could be done (see: my Scope System), to make enemies easier or tougher without making them necessarily any easier or harder to hurt. Health and damage scaling I get, accuracy scaling… okay, maybe not.

Keep in mind, I’m really not talking about Fifth Edition, I’m talking about my own game system. It just so happens that I agree with a lot of the points WotC made about Bounded Accuracy. They reflect my own experiences and discoveries.

Now I’m pretty close to creating my first couple races, classes, and themes as the subject of a play experiment. I’m also working on tweaking the status effects I came up with so long ago, and I’ve made a few advances in strategy and tactics, inasmuch as character options go. The next thing on my list is “timing mechanics.”