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Community
General Tabletop Discussion
*Dungeons & Dragons
A fix for advantage/disadvantage stacking
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<blockquote data-quote="Moving Pictures" data-source="post: 9828514" data-attributes="member: 7052268"><p>Diving in with a few thoughts.</p><p></p><p></p><p></p><p>In another post, I kinda trashed 5e, but said it had some good ideas. Advantage/disadvantage was one of them. I think I can grasp the idea. In the old school rules, a party of six could have spent hours setting up an ambush in advance of the ... I dunno .... Hobgoblin war band or whatever. The concealment is perfect. The cross-angles are perfect. The party successfully gains surprise..... +4 to all rolls. Woo!</p><p>And...</p><p>The ranger rolls a 4+4=8, and their longbow arrow misses.</p><p>The fighter rolls a 6+4=10, and their crossbow misses</p><p>The rogue rolls a 15+4, and their shortbow arrow hits for .... oh, two point of damage...</p><p>The cleric lobs a slingstone ... 8+4, but you've got a range modifier of -2 so sorry, no, 10 doesn't hit.</p><p>You get the idea.</p><p></p><p>The idea of rolling twice in such situations and taking the best certainly helps drive home the reality of a surprise ambush.</p><p></p><p></p><p></p><p>This is/was the other issue. In my game, we've solved that by using 2 d10, which helps bell-curve the rolls.</p><p></p><p></p><p></p><p>See above.</p><p></p><p>The major issue I see is that there's now too much use of advantage/disadvantage.</p><p></p><p>My approach is to use advantage in situations where it is clearly warranted, but offer bonuses to the skill checks/saves/rolls to hit as the case may be.</p></blockquote><p></p>
[QUOTE="Moving Pictures, post: 9828514, member: 7052268"] Diving in with a few thoughts. In another post, I kinda trashed 5e, but said it had some good ideas. Advantage/disadvantage was one of them. I think I can grasp the idea. In the old school rules, a party of six could have spent hours setting up an ambush in advance of the ... I dunno .... Hobgoblin war band or whatever. The concealment is perfect. The cross-angles are perfect. The party successfully gains surprise..... +4 to all rolls. Woo! And... The ranger rolls a 4+4=8, and their longbow arrow misses. The fighter rolls a 6+4=10, and their crossbow misses The rogue rolls a 15+4, and their shortbow arrow hits for .... oh, two point of damage... The cleric lobs a slingstone ... 8+4, but you've got a range modifier of -2 so sorry, no, 10 doesn't hit. You get the idea. The idea of rolling twice in such situations and taking the best certainly helps drive home the reality of a surprise ambush. This is/was the other issue. In my game, we've solved that by using 2 d10, which helps bell-curve the rolls. See above. The major issue I see is that there's now too much use of advantage/disadvantage. My approach is to use advantage in situations where it is clearly warranted, but offer bonuses to the skill checks/saves/rolls to hit as the case may be. [/QUOTE]
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A fix for advantage/disadvantage stacking
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