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Community
General Tabletop Discussion
*Dungeons & Dragons
Is this an abuse of the Advantage/Disadvantage system?
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<blockquote data-quote="Lehrbuch" data-source="post: 6848348" data-attributes="member: 6811402"><p>Doing stuff like this seems pretty lame from the point of view of the players, in my experience. Giving out advantage and disadvantage to simply counteract a perception of bad luck ends up undermining the efforts of the other players to use in-play tactics etc that will <em>earn</em> them advantage (or their opponents disadvantage).</p><p></p><p>If you want to give a player a bit of a bonus, just be generous in awarding Inspiration (to all the players). The players can then choose to spend Inspiration to gain advantage.</p><p></p><p>Also, try to structure your adventures so that players fail forwards. That is, the adventure should be about the PCs and the consequences of their successes and failures. So, even if one or more players are having bad luck, their failures should still have interesting consequences that drive the story forward (even if it is in a totally different direction to that the PCs wanted). If you allow setbacks and catastrophes to occur, the story of how the PCs recover will be a lot richer.</p></blockquote><p></p>
[QUOTE="Lehrbuch, post: 6848348, member: 6811402"] Doing stuff like this seems pretty lame from the point of view of the players, in my experience. Giving out advantage and disadvantage to simply counteract a perception of bad luck ends up undermining the efforts of the other players to use in-play tactics etc that will [I]earn[/I] them advantage (or their opponents disadvantage). If you want to give a player a bit of a bonus, just be generous in awarding Inspiration (to all the players). The players can then choose to spend Inspiration to gain advantage. Also, try to structure your adventures so that players fail forwards. That is, the adventure should be about the PCs and the consequences of their successes and failures. So, even if one or more players are having bad luck, their failures should still have interesting consequences that drive the story forward (even if it is in a totally different direction to that the PCs wanted). If you allow setbacks and catastrophes to occur, the story of how the PCs recover will be a lot richer. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Is this an abuse of the Advantage/Disadvantage system?
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