D&D 5E Have they gone a little overboard with Advantage/Disadvantage?


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After going through the free PDF rules, I've noticed they are handing out Adv and Dis like it's going out of style. Is it just me?

Nope, but that's a good thing!

look at it this way, you get rid of all the little fiddly bit bonuses, and you don't have to worry about stacking those bonus.

win!
 


After going through the free PDF rules, I've noticed they are handing out Adv and Dis like it's going out of style. Is it just me?

I am hoping that there is an optional rule in the DMG or elsewhere to remove the adv/disadv mechanic. I like the mechanic, though I am uncertain about all of the applications of it. So if you did not like a particular application of it. You could look to the DMG for advice on how to remove it with little to no effect to the overall system.
 

I quite like the advantage/disadvantage mechanics, but I'm not so sure about the fact that a single instance of one can cancel an unlimited number of the opposite.

(Yes, I'm aware that it's been like that right from the start of the playtest)
 

I quite like the advantage/disadvantage mechanics, but I'm not so sure about the fact that a single instance of one can cancel an unlimited number of the opposite.

(Yes, I'm aware that it's been like that right from the start of the playtest)

Of course the reverse is also true, right? One edge prevents you fro having disadvantage, no matter what the odds. In play, it cuts both ways I find. And it's never fiddly.
 


I am hoping that there is an optional rule in the DMG or elsewhere to remove the adv/disadv mechanic. I like the mechanic, though I am uncertain about all of the applications of it. So if you did not like a particular application of it. You could look to the DMG for advice on how to remove it with little to no effect to the overall system.
It is overdone. It gets quite fiddly remembering all these instances of extra dice rolling. A simple modifier, as in the original rules, is far more elegant - I will be using original rules as the base whenever 5e gets too dice-fiddly. (I do like the adv/disadvantage mechanic, just not as a replacement of rules that needed no replacement! )
 

It is overdone. It gets quite fiddly remembering all these instances of extra dice rolling. A simple modifier, as in the original rules, is far more elegant - I will be using original rules as the base whenever 5e gets too dice-fiddly. (I do like the adv/disadvantage mechanic, just not as a replacement of rules that needed no replacement! )
Okay, I'll bite.

Pick your favorite pre-5e edition of D&D and without looking at a book, tell me:

* what is the penalty for fighting a prone target?
* what is the bonus for having higher ground in melee?
* what is the penalty for fighting blind?
* what is the bonus for flanking?
* what is the penalty for using an axe underwater?

And is it easier to remember those modifiers than to assign dis/advantage?
 

Okay, I'll bite.

Pick your favorite pre-5e edition of D&D and without looking at a book, tell me:

* what is the penalty for fighting a prone target?
* what is the bonus for having higher ground in melee?
* what is the penalty for fighting blind?
* what is the bonus for flanking?
* what is the penalty for using an axe underwater?

And is it easier to remember those modifiers than to assign dis/advantage?

AD&D2nd ed.


1. Bonus to hit.
2. +1 to hit
3. -4
4. +2 to hit, negates shields
5. -4
 

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