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Advantage/Disadvantage Impressions
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<blockquote data-quote="Herremann the Wise" data-source="post: 5963143" data-attributes="member: 11300"><p>I think it's an excellent mechanic, in that it neatly alters the probability spectrum while leaving the range of possible results unchanged. This fits in very neatly with the aim of compressing the mathematics of the core mechanic. In itself, the mechanic is simple but it certainly can be used as a foundation for more advanced/interesting/complex mechanics and actions.</p><p></p><p>I could imagine a critical hits rule module utilizing the mechanic for greater granularity. An "advanced" critical hit could be one that can only be achieved when the attacker has advantage (and thus rolling two dice). If both dice are above a certain number, then an "advanced" critical hit is scored. For example, if a longsword attacker has advantage and both dice come up 16 or better, then they score a critical hit. If one of the dice is a 20, then an additional critical effect manifests. You can then vary the minimum numbers to represent the potential lethality of the weapon.</p><p></p><p>Just an idea.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5963143, member: 11300"] I think it's an excellent mechanic, in that it neatly alters the probability spectrum while leaving the range of possible results unchanged. This fits in very neatly with the aim of compressing the mathematics of the core mechanic. In itself, the mechanic is simple but it certainly can be used as a foundation for more advanced/interesting/complex mechanics and actions. I could imagine a critical hits rule module utilizing the mechanic for greater granularity. An "advanced" critical hit could be one that can only be achieved when the attacker has advantage (and thus rolling two dice). If both dice are above a certain number, then an "advanced" critical hit is scored. For example, if a longsword attacker has advantage and both dice come up 16 or better, then they score a critical hit. If one of the dice is a 20, then an additional critical effect manifests. You can then vary the minimum numbers to represent the potential lethality of the weapon. Just an idea. Best Regards Herremann the Wise [/QUOTE]
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