Walking Dad
First Post
You can already do this now, but if you don't reroll successes, you miss your 5% chance for a critical hit.Good argument. I guess the reroll all misses is simpler than rolling more than one die.
You can already do this now, but if you don't reroll successes, you miss your 5% chance for a critical hit.Good argument. I guess the reroll all misses is simpler than rolling more than one die.
oh... right... hmmh... maybe advantage should be worded differently. So one reroll on a miss and disadvantage one reroll on a hit...You can already do this now, but if you don't reroll successes, you miss your 5% chance for a critical hit.
Good point. I just hope not to many spells/abilities will hand out advantage/disadvantage. But against an invisible creature, getting intoxicated is the way to go...Remember: having an advantage does not mean, that the opponent has a disadvantage.
So a cursed enemy may have disadvantage, but still you need to get advantage for your attack.
The cursed enemy however will try to feint, as he can at least cancel out his disadvantage.
This is only a patch for this specific situation, that also assumes the spell is still available at this point.Kobolds also can safely attack on bright light, when they outnumber their foes, as their advantage and disadvantage cancel out. Also a continual light spells instantly negates the advantage the kobolds have.
Good points. BTW, being cursed is an example in the Advantage/Disadvantage rules section.The figter in your example should also think twice about going into deeper water. Because beeing cursed may only give attack disadvantage (I don´t know where i can look up curse...) and beeing in water against someone shooting at you gives them attack advantage. Also if you have double disadvantage, there is no way, you can mitigate it or gain advantage.
I think this would be one of the situation Disadvantage is meant to cover. Having to make up something else because it doesn't would not be a good sign for the current rule.And lastly you could even rule, that if the fighter is too deep in the water, he can´t effectively use his twohanded sword.
I think this would be one of the situation Disadvantage is meant to cover. Having to make up something else because it doesn't would not be a good sign for the current rule.
Firing a bow at long range = disadvantage
Firing a bow at long range while in melee at an invisible target = disadvantage
That seems rea
I think this would be one of the situation Disadvantage is meant to cover. Having to make up something else because it doesn't would not be a good sign for the current rule.
Someone correct me if I am wrong but it seems like this is the case with the disadvantage rules:
Firing a bow at long range = disadvantage
Firing a bow at long range while in melee at an invisible target = disadvantage
That seems really strange that disadvantage doesn't stack in some way. It's almost like once you have disadvantage you may as well not bother trying to avoid any other difficulties that will result in disadvantage.
Maybe this won't come up enough for it to seem weird, but I've noticed a lot of things tying into the ad/disadvantage mechanic...
We all know FATE rolls 4dF.Fate also does not roll two dices.
The way I see it, I'll make my future dice purchases towards an eye of pairing off a few die colors. I buy dice periodically anyways, so this isn't an imposition in my eyes. This will give me a threshold of simultaneous dis/advantaged checks I can make in one roll.I haven't tried it yet but to me it sounds like rerolling misses with advantage and confirming hits with disadvantage might suit me better than rolling two dice and pick one.
This is also a good point. Some DMs will likely be okay with their NPCs missing a few critical hit opportunities.You can already do this now, but if you don't reroll successes, you miss your 5% chance for a critical hit.
This works...
Okay, I've got it.
Roll your 40 attacks for your 40 advantaged kobolds. Take crits and set them off to the side -- these are definitely crits, obviously. Pick up the misses, count the dice on the table. Reroll the misses away from the crits and original hits. Count the new hits, and move the new crits to join the original crits. Discard all the non-crit dice in the second roll. Now, re-roll the original non-crit hits, and see if any crit.
You've now counted all the hits, and have a pile of crits as a subset of those. Without too much extra bookkeeping.
Personally, I'd just ignore the chance of that second-roll crit on the initial hits. It's in the players' favor, so they won't complain, either.