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Doubling Up Advantage/Disadvantage
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<blockquote data-quote="Blue" data-source="post: 6660742" data-attributes="member: 20564"><p>Before the Next playtest I had been experimenting with this exact mechanic for an RPG I was writing, but with one important change - I was already using the higher of two dice to get an inverse half bell curve (higher numbers are more likely) as a base. Like if current Advantage was the default roll. Modifiers cancelled out until you only have positive or negative left. Each modifier (positive or negative) added another die to the roll, but if it was a negative you also discard the highest dice after the roll. So two negatives added two dice for a total of four, and then you dropped the top two and took the highest of what was left. While one positive would add one dice for a total of three and took the highest. (Since you're already taking the highest it effectively dropped the "lowest" dice in the positive example.)</p><p></p><p>The difference there is that I was already onto a curve with two dice. For D&D, going from a flat distribution to two dice is already such a disruptive change that tweaking it more is a real issue. By how it does target numbers you can quickly get to almost always succeed/fail which is not a good place to be.</p></blockquote><p></p>
[QUOTE="Blue, post: 6660742, member: 20564"] Before the Next playtest I had been experimenting with this exact mechanic for an RPG I was writing, but with one important change - I was already using the higher of two dice to get an inverse half bell curve (higher numbers are more likely) as a base. Like if current Advantage was the default roll. Modifiers cancelled out until you only have positive or negative left. Each modifier (positive or negative) added another die to the roll, but if it was a negative you also discard the highest dice after the roll. So two negatives added two dice for a total of four, and then you dropped the top two and took the highest of what was left. While one positive would add one dice for a total of three and took the highest. (Since you're already taking the highest it effectively dropped the "lowest" dice in the positive example.) The difference there is that I was already onto a curve with two dice. For D&D, going from a flat distribution to two dice is already such a disruptive change that tweaking it more is a real issue. By how it does target numbers you can quickly get to almost always succeed/fail which is not a good place to be. [/QUOTE]
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