Mercule
Adventurer
Advantage/Disadvantage is the "go to" modifier when we're in flight and don't immediate know what the actual modifier would be. It has a simple elegance and was one of the things that sold my group on 5E.
The effective bonus ends up being something of a bell curve, based on DC. So, someone who was likely to succeed is marginally more likely to succeed (effective +1 bonus when a 3+ is needed on the die). Someone who was unlikely to succeed is marginally more likely to succeed (effective +1 bonus when a 20 is needed). But, someone for whom success was a coin-flip is substantively more likely to succeed (effective +5 bonus when a 10 is needed). That fits nicely with what I want for any creative idea that would take very much time to ponder balance. I can look up (or create) the actual rule after the game.
The main time that I think harder about whether to grant advantage is if the Rogue is attacking.
The effective bonus ends up being something of a bell curve, based on DC. So, someone who was likely to succeed is marginally more likely to succeed (effective +1 bonus when a 3+ is needed on the die). Someone who was unlikely to succeed is marginally more likely to succeed (effective +1 bonus when a 20 is needed). But, someone for whom success was a coin-flip is substantively more likely to succeed (effective +5 bonus when a 10 is needed). That fits nicely with what I want for any creative idea that would take very much time to ponder balance. I can look up (or create) the actual rule after the game.
The main time that I think harder about whether to grant advantage is if the Rogue is attacking.