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Advantage/Disadvantage - Common or Special?
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<blockquote data-quote="El Mahdi" data-source="post: 6714229" data-attributes="member: 59506"><p>Do you view the Advantage/Disadvantage mechanic as something to be reserved for exceptional situations, or intended to be a common tool to replace and simplify tracking of multiple bonuses/penalties?</p><p></p><p></p><p>While working on ideas for the Warlord and reading others ideas, I've seen a significant number of responses concerning features that provide Advantage that are similar to this:</p><p></p><p></p><p></p><p></p><p>I was curious as to where this idea was coming from, and was informed that Mike Mearls said this at one of the GenCon seminars.</p><p></p><p>This seems to me, to be contradictory to the guidance in the DMG; where the prime example given is a Wizard running down a hallway with two ogres lying in wait.</p><p></p><p>Hardly exceptional or extraordinary.</p><p></p><p>My impression from during the playtest, was that the Advantage/Disadvantage mechanic was designed solely as a way to simplify the tracking of multiple bonuses and penalties. To streamline that aspect of the game and help speed up play.</p><p></p><p>But I've seen a significant amount of people express that it is intended for exceptional circumstances.</p><p></p><p>I can see the desire to not have the game spammed by Advantage/Disadvantage, but I really don't see a threat of that happening. Maybe down the road when there are a lot more products - products that expand the envelope of the mechanics, as additional products tend to do - but with the slow pace of product releases, and the slowness of an OGL/GSL implementation seeming to limit third-party releases (compared to 3E/3.5E), it doesn't seem like an imminent threat.</p><p></p><p>I also wonder if Mearls was expressing more his personal preference rather than an official interpretation.</p><p></p><p>I expect that there's a lot of variability among fan's games as to how this is viewed - as it should be and as 5E was intended to work - but reserving it for exceptional situations does seem contrary to the rules guidance.</p><p></p><p>So, how do you view it? How do you treat Advantage(Disadvantage) in your games? Does anybody have any other references to the developers thoughts on this? Where and how was your opinion on this formed?</p><p></p><p></p><p></p><p></p><p></p><p>-And Yes, I know <em>Lemmon Curry</em> is misspelled. It's a mistake I made in a previous poll, and is included here on purpose. Why change it now?<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="El Mahdi, post: 6714229, member: 59506"] Do you view the Advantage/Disadvantage mechanic as something to be reserved for exceptional situations, or intended to be a common tool to replace and simplify tracking of multiple bonuses/penalties? While working on ideas for the Warlord and reading others ideas, I've seen a significant number of responses concerning features that provide Advantage that are similar to this: I was curious as to where this idea was coming from, and was informed that Mike Mearls said this at one of the GenCon seminars. This seems to me, to be contradictory to the guidance in the DMG; where the prime example given is a Wizard running down a hallway with two ogres lying in wait. Hardly exceptional or extraordinary. My impression from during the playtest, was that the Advantage/Disadvantage mechanic was designed solely as a way to simplify the tracking of multiple bonuses and penalties. To streamline that aspect of the game and help speed up play. But I've seen a significant amount of people express that it is intended for exceptional circumstances. I can see the desire to not have the game spammed by Advantage/Disadvantage, but I really don't see a threat of that happening. Maybe down the road when there are a lot more products - products that expand the envelope of the mechanics, as additional products tend to do - but with the slow pace of product releases, and the slowness of an OGL/GSL implementation seeming to limit third-party releases (compared to 3E/3.5E), it doesn't seem like an imminent threat. I also wonder if Mearls was expressing more his personal preference rather than an official interpretation. I expect that there's a lot of variability among fan's games as to how this is viewed - as it should be and as 5E was intended to work - but reserving it for exceptional situations does seem contrary to the rules guidance. So, how do you view it? How do you treat Advantage(Disadvantage) in your games? Does anybody have any other references to the developers thoughts on this? Where and how was your opinion on this formed? -And Yes, I know [I]Lemmon Curry[/I] is misspelled. It's a mistake I made in a previous poll, and is included here on purpose. Why change it now?;) [/QUOTE]
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