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<blockquote data-quote="Aoirorentsu" data-source="post: 6651716" data-attributes="member: 60129"><p>There is a list of the rules-as-written circumstances in which one gets advantage or disadvantage around the interwebz somewhere. (Here's one for just the things that appear in the basic rules: <a href="http://community.wizards.com/forum/rules-questions/threads/4118171" target="_blank">http://community.wizards.com/forum/rules-questions/threads/4118171</a> ) </p><p></p><p>Beyond that, it's up to you how to use it. Some people say "only when the rules specifically say you have it", and that's reasonable because having advantage on a check is pretty powerful. On the other hand, because it's so significant, it's practically begging to be used to incentivize the behaviors you want to see out of your players. Inspiration is specifically and explicitly designed for this purpose.</p><p></p><p>For example, there's currently no rule that grants advantage for firing from an elevated position. However, "death from above" is a trope that comes up in a lot of the fiction that informs D&D conventions, so you might grant an attacker advantage for firing at range from a significantly elevated position in order to incentivize your PCs to look for chances to get such a tactical advantage without the complexity of thinking about how elevated positions interact, say, with line of sight and cover rules.</p><p></p><p>So ultimately, it's up to you what grants advantage or disadvantage. But the various commenters are right that it's probably the most important "tool" (you know, other than imagination and maybe some improv skills) in the DM's toolbox.</p></blockquote><p></p>
[QUOTE="Aoirorentsu, post: 6651716, member: 60129"] There is a list of the rules-as-written circumstances in which one gets advantage or disadvantage around the interwebz somewhere. (Here's one for just the things that appear in the basic rules: [url]http://community.wizards.com/forum/rules-questions/threads/4118171[/url] ) Beyond that, it's up to you how to use it. Some people say "only when the rules specifically say you have it", and that's reasonable because having advantage on a check is pretty powerful. On the other hand, because it's so significant, it's practically begging to be used to incentivize the behaviors you want to see out of your players. Inspiration is specifically and explicitly designed for this purpose. For example, there's currently no rule that grants advantage for firing from an elevated position. However, "death from above" is a trope that comes up in a lot of the fiction that informs D&D conventions, so you might grant an attacker advantage for firing at range from a significantly elevated position in order to incentivize your PCs to look for chances to get such a tactical advantage without the complexity of thinking about how elevated positions interact, say, with line of sight and cover rules. So ultimately, it's up to you what grants advantage or disadvantage. But the various commenters are right that it's probably the most important "tool" (you know, other than imagination and maybe some improv skills) in the DM's toolbox. [/QUOTE]
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