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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: 8096968" data-attributes="member: 7025773"><p>The munchkins had another go at it this week. Eldest was a bit more accepting of minor disadvantage but preferred the alternatives. The younger ones were having none of it. Tried out half damage on a "rescued miss" for minor advantage and dealing half-damage on a "failed hit" with minor disadvantage - they were all fine with that. Also tried out using a d2 to decide if minor advantage/disadvantage applies - they were fine with that and a d4 would allow quarter/half/three-quarter advantage/disadvantage - but it slows things down. Finally, they were also ok with +2 minor advantage/ -2 minor disadvantage (but of course this is not mathematically equivalent). </p><p></p><p>I asked the eldest (10) for her ranking:</p><ol> <li data-xf-list-type="ol">Advantage5</li> <li data-xf-list-type="ol">Re-roll a miss on an odd number and a hit on an even number</li> <li data-xf-list-type="ol">d2 to decide if you get an advantage (or disadvantage) roll (I was less keen)</li> <li data-xf-list-type="ol">Applying the odds/evens rule to the "second roll" instead, so the "minor advantage/disadvantage dice" is always rolled but only applies if even/odd</li> <li data-xf-list-type="ol">Half damage on a minor advantage "rescued miss" or a minor disadvantage "failed hit"</li> <li data-xf-list-type="ol">+/-2</li> <li data-xf-list-type="ol">Disadvantage16</li> </ol><p></p><p>Make of that what you will. I liked that 2-4 & 6 were mathematically half-(dis)advantage (although the extra roll of 2 was a pain and I use half-damage in a different homebrew for my grown-ups table so wasn't keen on 5). I actually found Advantage5/Disadvantage16 the easiest myself now that I am used to it. It's just that Disadvantage16 was so deeply unpopular (I'm talking tears unpopular, so gave up!)</p></blockquote><p></p>
[QUOTE="rules.mechanic, post: 8096968, member: 7025773"] The munchkins had another go at it this week. Eldest was a bit more accepting of minor disadvantage but preferred the alternatives. The younger ones were having none of it. Tried out half damage on a "rescued miss" for minor advantage and dealing half-damage on a "failed hit" with minor disadvantage - they were all fine with that. Also tried out using a d2 to decide if minor advantage/disadvantage applies - they were fine with that and a d4 would allow quarter/half/three-quarter advantage/disadvantage - but it slows things down. Finally, they were also ok with +2 minor advantage/ -2 minor disadvantage (but of course this is not mathematically equivalent). I asked the eldest (10) for her ranking: [LIST=1] [*]Advantage5 [*]Re-roll a miss on an odd number and a hit on an even number [*]d2 to decide if you get an advantage (or disadvantage) roll (I was less keen) [*]Applying the odds/evens rule to the "second roll" instead, so the "minor advantage/disadvantage dice" is always rolled but only applies if even/odd [*]Half damage on a minor advantage "rescued miss" or a minor disadvantage "failed hit" [*]+/-2 [*]Disadvantage16 [/LIST] Make of that what you will. I liked that 2-4 & 6 were mathematically half-(dis)advantage (although the extra roll of 2 was a pain and I use half-damage in a different homebrew for my grown-ups table so wasn't keen on 5). I actually found Advantage5/Disadvantage16 the easiest myself now that I am used to it. It's just that Disadvantage16 was so deeply unpopular (I'm talking tears unpopular, so gave up!) [/QUOTE]
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Minor Advantage and Minor Disadvantage
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