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Sickness and Health: New diseases for your 5E game!
Home
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General Tabletop Discussion
*Dungeons & Dragons
Advantage, Criticals, and Fumbles
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<blockquote data-quote="Bacon Bits" data-source="post: 8509790" data-attributes="member: 6777737"><p><strong>Advantage & Disadvantage</strong></p><p></p><p>I think this is a fantastic mechanic. I wish sometimes that it were <em>slightly</em> less potent, but I love that it doesn't stack because then you don't have to relentlessly bonus hunt. I hated that in previous editions. It is a little overused or easy to get, however. I like that it's extra dice so it's easy to see that the player remembered it. Honestly, this feels like the ultimate "good enough" mechanic.</p><p></p><p><strong>Criticals</strong></p><p></p><p>These are fine. Kind of weak in 5e, but rolling more dice is more fun than max + die roll. I don't really care for critical saves or skill checks, just because in practice they often don't mean anything. I'm not against them as a random beneficial consequence, but... eh.</p><p></p><p><strong>Fumbles</strong></p><p></p><p>Not a fan of fumbles. Bad memories of playing a TWF character and randomly dropping a weapon I was specialized in every session, while the Magic User just never had to deal with that kind of thing when casting a spell. Adding "checks" just adds more die rolls and slows the game down. It's just a bad design that punishes players for doing things that require rolling the dice, which is almost everything active. That's silly. Like... you're rolling a die so you're already doing something you have a chance to fail at. Overall the PCs just roll so many more dice than the NPCs, and failure is so much worse for PCs than NPCs. </p><p></p><p>The only time I can imagine fumbles happening is when a PC does something they're not proficient in. Like a <em>modified</em> roll of less than 1. Honestly, the game already punishes that more than enough. Experienced players already avoid doing anything they don't have at least a modest bonus at. I don't think it's worthwhile to have a special rule to make it even more punishing to try something you're already almost certain to fail at.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 8509790, member: 6777737"] [B]Advantage & Disadvantage[/B] I think this is a fantastic mechanic. I wish sometimes that it were [I]slightly[/I] less potent, but I love that it doesn't stack because then you don't have to relentlessly bonus hunt. I hated that in previous editions. It is a little overused or easy to get, however. I like that it's extra dice so it's easy to see that the player remembered it. Honestly, this feels like the ultimate "good enough" mechanic. [B]Criticals[/B] These are fine. Kind of weak in 5e, but rolling more dice is more fun than max + die roll. I don't really care for critical saves or skill checks, just because in practice they often don't mean anything. I'm not against them as a random beneficial consequence, but... eh. [B]Fumbles[/B] Not a fan of fumbles. Bad memories of playing a TWF character and randomly dropping a weapon I was specialized in every session, while the Magic User just never had to deal with that kind of thing when casting a spell. Adding "checks" just adds more die rolls and slows the game down. It's just a bad design that punishes players for doing things that require rolling the dice, which is almost everything active. That's silly. Like... you're rolling a die so you're already doing something you have a chance to fail at. Overall the PCs just roll so many more dice than the NPCs, and failure is so much worse for PCs than NPCs. The only time I can imagine fumbles happening is when a PC does something they're not proficient in. Like a [I]modified[/I] roll of less than 1. Honestly, the game already punishes that more than enough. Experienced players already avoid doing anything they don't have at least a modest bonus at. I don't think it's worthwhile to have a special rule to make it even more punishing to try something you're already almost certain to fail at. [/QUOTE]
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