2?-2-2+3+5-2
I'm not seeing that crit chance when I look at the math. I would anticipate the crit chance of M-Adv to be 6.25% (5% on the first die + 25% chance x 5% chance on the second die.) The crit chance for M-Disadv should drop by a factor of 4, to 1.25%.
I can only speak for myself, but missing and then realising I can reroll feels like I'll be excited, while a +2 bonus feels boring. But that's very much just IMHO.
I've seen rerolls in a LOT of games over the yers. They tend to be exciting moments; rerolls have a certain drama attached. I've never noticed a phenomenon of people forgetting about them. Anecdotal, of course; that's why we playtest this stuff!Honestly the biggest issue I'm worried about is whether the player even remembers to reroll at all. With Advantage and Disadvantage, what I normally see from my players as they roll 2 d20s at once. So there is no remembering, they just look at the two numbers, pick which one is bigger (or smaller), and go from there.
The problem with rerolls based on die triggers, its easy for some players to forget to apply the trigger. This is especially true with minor disadvantage, its easy to "forget" you have to reroll on certain values (its not even malicious, human memory when it has an incentive to forget something, will often forget something).
Ah, you're correct. I thought the minor disadvantage was reroll and keep 2nd, not reroll and keep lower.So with Minor Disadvantage, in order to get a crit...the following must happen.
1) You roll a 20 on the first die. This triggers a reroll due to Minor Disadvantage.
2) You roll a 20 on the second die. Minor Disadvantage uses the lower of the two die, so this is the only combo that actually results in a 20 being used.
Why?why not just use re-roll on an odd d20 number?
then take lower of two dice for disadvantage and higher on advantage?