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[Math/Power] Question for Advantage & Disadvantage
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<blockquote data-quote="jgsugden" data-source="post: 6759413" data-attributes="member: 2629"><p>It depends on the roll required for success. If you need a 5, then the difference between 2d20 and 3d20 is not that significant - you'll get it almost all the time anyways (fail on 1 in 16). If you need a 19, then you're adding a significant amount to the chances of success .... and if you're talking attack rolls with a chance to crit, then the added die is also increasing crit chances and that has a huge impact...</p><p></p><p>I recommend just using the rules as written: They work, although you sometimes need to figure out the best way to apply them. </p><p></p><p>With regards to knowledge rolls, I usually have one PC make the roll and let other PCs help. That gives them one attempt - and advantage on the roll. However, I do not let someone help unless they have a reasonable basis to be able to contribute. For example, a barbarian with Int 8 and no Int based skills that wants to help a wizard/rogue with a +16 to Arcane checks perform a DC30 arcana check is not going to be able to help. However, if the wizard's arcane roll is to figure out an ancient magical puzzle, the fighter with a sage background and proficiency in history might be able to drum up some historical fact of use - and can offer his help.</p><p></p><p>Too many rolls destoys role playing. Too few mean that there is no chance of failure. 1 attempt with advantage gives you a nice window to control a reasonable chance to succeed while maintaining a chance of failure. It is a nice balance.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 6759413, member: 2629"] It depends on the roll required for success. If you need a 5, then the difference between 2d20 and 3d20 is not that significant - you'll get it almost all the time anyways (fail on 1 in 16). If you need a 19, then you're adding a significant amount to the chances of success .... and if you're talking attack rolls with a chance to crit, then the added die is also increasing crit chances and that has a huge impact... I recommend just using the rules as written: They work, although you sometimes need to figure out the best way to apply them. With regards to knowledge rolls, I usually have one PC make the roll and let other PCs help. That gives them one attempt - and advantage on the roll. However, I do not let someone help unless they have a reasonable basis to be able to contribute. For example, a barbarian with Int 8 and no Int based skills that wants to help a wizard/rogue with a +16 to Arcane checks perform a DC30 arcana check is not going to be able to help. However, if the wizard's arcane roll is to figure out an ancient magical puzzle, the fighter with a sage background and proficiency in history might be able to drum up some historical fact of use - and can offer his help. Too many rolls destoys role playing. Too few mean that there is no chance of failure. 1 attempt with advantage gives you a nice window to control a reasonable chance to succeed while maintaining a chance of failure. It is a nice balance. [/QUOTE]
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[Math/Power] Question for Advantage & Disadvantage
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