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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Minor Advantage and Minor Disadvantage
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<blockquote data-quote="rules.mechanic" data-source="post: 8091690" data-attributes="member: 7025773"><p>I tested this out with my kids today (just the minor advantage/disadvantage, not the new fighter build). Interestingly my 8-year-old and my 10-year-old found minor advantage easy and really liked it: "get a re-roll if you have a bad miss" was popular. Oddly, minor disadvantage was harder to grasp/remember - perhaps because they are used to thinking of a 16+ roll as always good news? It was also VERY unpopular for that reason: "you have to re-roll if you get a good hit". (Both minor advantage and minor disadvantage went over the head of my 5-year-old, even though he is fine rolling full advantage/disadvantage, but he's not really the target audience for Advanced 5e...) </p><p></p><p>We found something that they all found easier though. With minor advantage we <strong>re-rolled a miss if it was an odd number</strong> and with minor disadvantage we <strong>re-rolled a hit if it was an even number</strong>. They all got that no bother - even the 5-year-old! And approximates pretty well to half-advantage/disadvantage. Would be amazingly easy with a d20 that had odd numbers in green and even numbers in red...</p><p></p><p>PS For those that like to roll both dice at once for advantage/disadvantage, it's easier to apply the odds/evens rule to the "second" roll (the advantage/disadvantage dice). For this, you only consider the "minor advantage dice" if it is an even number and only consider the "minor disadvantage dice" if it is an odd number. You need a different coloured dice from the "main" roll (we used a red dice for disadvantage/minor disadvantage rolls and a green one for advantage/minor disadvantage rolls). The older kids managed that fine (not quite as popular as the re-rolling but much more popular than disadvantage16!). The 5-year old struggled though - the stepwise approach of re-rolling was much easier for him.</p></blockquote><p></p>
[QUOTE="rules.mechanic, post: 8091690, member: 7025773"] I tested this out with my kids today (just the minor advantage/disadvantage, not the new fighter build). Interestingly my 8-year-old and my 10-year-old found minor advantage easy and really liked it: "get a re-roll if you have a bad miss" was popular. Oddly, minor disadvantage was harder to grasp/remember - perhaps because they are used to thinking of a 16+ roll as always good news? It was also VERY unpopular for that reason: "you have to re-roll if you get a good hit". (Both minor advantage and minor disadvantage went over the head of my 5-year-old, even though he is fine rolling full advantage/disadvantage, but he's not really the target audience for Advanced 5e...) We found something that they all found easier though. With minor advantage we [B]re-rolled a miss if it was an odd number[/B] and with minor disadvantage we [B]re-rolled a hit if it was an even number[/B]. They all got that no bother - even the 5-year-old! And approximates pretty well to half-advantage/disadvantage. Would be amazingly easy with a d20 that had odd numbers in green and even numbers in red... PS For those that like to roll both dice at once for advantage/disadvantage, it's easier to apply the odds/evens rule to the "second" roll (the advantage/disadvantage dice). For this, you only consider the "minor advantage dice" if it is an even number and only consider the "minor disadvantage dice" if it is an odd number. You need a different coloured dice from the "main" roll (we used a red dice for disadvantage/minor disadvantage rolls and a green one for advantage/minor disadvantage rolls). The older kids managed that fine (not quite as popular as the re-rolling but much more popular than disadvantage16!). The 5-year old struggled though - the stepwise approach of re-rolling was much easier for him. [/QUOTE]
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Level Up: Advanced 5th Edition (A5E)
Minor Advantage and Minor Disadvantage
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