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Community
General Tabletop Discussion
*Dungeons & Dragons
Does D&D Next need +2/-2 modifiers?
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<blockquote data-quote="Lokiare" data-source="post: 6259985" data-attributes="member: 83996"><p>First off it is dependent on the DC that you are targeting. Here is the chart from <a href="http://anydice.com/program/123c" target="_blank">http://anydice.com/program/123c</a></p><p></p><p>[ATTACH]60600[/ATTACH]</p><p></p><p>What you learn from this chart is that the bonus can vary from +/- 0.5 to +/- 5.95 and is nearly always dependent on the DC you are trying to reach.</p><p></p><p>What happens is with advantage you end up with weird situations where it is better to have advantage than it is to get some kind of static bonus, or vice versa.</p><p></p><p>It neither supplants fiddly +'s and -'s nor is a good system to represent them.</p><p></p><p>Personally I'd rather they implement something where after the first bonus, any additional bonus is a flat +1 and have everything stack. So if you had +3, +2, +1, +2 then you would simply do +3+1+1+1 for +6. Where everything stacks so you don't have to worry about that. Then have all of that math pre-calculated ahead of time and use things like advantage/disadvantage for in game modifiers so you can quickly adjudicate during play. I'd also have (dis)advantage cancel out on a 1 to 1 basis so that if you have more disadvantages than advantages you'd roll 2d20 and take the lowest and if you have more advantages than disadvantages you'd roll 2d20 and take the highest. If you had equal amounts they would cancel out and you'd roll 1d20.</p><p></p><p>So fiddly bonuses and penalties get added outside of game play time, and (dis)advantage gets added during play.</p></blockquote><p></p>
[QUOTE="Lokiare, post: 6259985, member: 83996"] First off it is dependent on the DC that you are targeting. Here is the chart from [url]http://anydice.com/program/123c[/url] [ATTACH=CONFIG]60600._xfImport[/ATTACH] What you learn from this chart is that the bonus can vary from +/- 0.5 to +/- 5.95 and is nearly always dependent on the DC you are trying to reach. What happens is with advantage you end up with weird situations where it is better to have advantage than it is to get some kind of static bonus, or vice versa. It neither supplants fiddly +'s and -'s nor is a good system to represent them. Personally I'd rather they implement something where after the first bonus, any additional bonus is a flat +1 and have everything stack. So if you had +3, +2, +1, +2 then you would simply do +3+1+1+1 for +6. Where everything stacks so you don't have to worry about that. Then have all of that math pre-calculated ahead of time and use things like advantage/disadvantage for in game modifiers so you can quickly adjudicate during play. I'd also have (dis)advantage cancel out on a 1 to 1 basis so that if you have more disadvantages than advantages you'd roll 2d20 and take the lowest and if you have more advantages than disadvantages you'd roll 2d20 and take the highest. If you had equal amounts they would cancel out and you'd roll 1d20. So fiddly bonuses and penalties get added outside of game play time, and (dis)advantage gets added during play. [/QUOTE]
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Does D&D Next need +2/-2 modifiers?
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