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Advantage, Criticals, and Fumbles
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<blockquote data-quote="aco175" data-source="post: 8509745" data-attributes="member: 27385"><p>I really like advantage/disadvantage. It is simple and cuts out all the minor things that slowed down play in older editions. It is a bit powerful, especially if playing with flanking rules. We still use it, but I have been thinking of a Matt Colville idea of having it be a bonus 1d4. Although I do not want to slow things down, so maybe just a +2. Players like it though even when the monsters uses it against them. </p><p></p><p>Criticals are fun, but have been thinking of making them max damage plus 1 weapon damage. So a goblin that does 1d6+2 and scores a crit deals 8+1d6. Takes away some of the swinginess, but some of that makes the game. I used to have a crit mean you get a bonus attack. Does slow things down a bit though. </p><p></p><p>Fumbles are not fun, but they may be memorable. I recall blowing up a staff of power back in 2e days by some bad rolls. 5e doesn't seem to be the system to have fumbles in it. </p><p></p><p>Ability checks may +/-5 if you roll a 20 or a 1. This allows for untrained to get some hard things and trained to still fail.</p></blockquote><p></p>
[QUOTE="aco175, post: 8509745, member: 27385"] I really like advantage/disadvantage. It is simple and cuts out all the minor things that slowed down play in older editions. It is a bit powerful, especially if playing with flanking rules. We still use it, but I have been thinking of a Matt Colville idea of having it be a bonus 1d4. Although I do not want to slow things down, so maybe just a +2. Players like it though even when the monsters uses it against them. Criticals are fun, but have been thinking of making them max damage plus 1 weapon damage. So a goblin that does 1d6+2 and scores a crit deals 8+1d6. Takes away some of the swinginess, but some of that makes the game. I used to have a crit mean you get a bonus attack. Does slow things down a bit though. Fumbles are not fun, but they may be memorable. I recall blowing up a staff of power back in 2e days by some bad rolls. 5e doesn't seem to be the system to have fumbles in it. Ability checks may +/-5 if you roll a 20 or a 1. This allows for untrained to get some hard things and trained to still fail. [/QUOTE]
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