D&D 5E Reflecting on advantage and disadvantage.


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Add me to the fan list. I love a/d for simplicity. I use it in conjunction with +2/-2 "DM's Best Friend" rule from previous editions so that I can get a little more granularity in unusual situations. Quite honestly I rarely need to use the extra granularity.
 

I like the system. Players stacking advantages discounts what the NPCs do to stack their advantage. I don't want to spend all my time answering questions anyways so someone can get a +4-10 on their roll. I want my games to be creative every round and I want them to flow.

That said, I do give +1 bonuses for people who act immediately on their turn and I've considered giving disadvantage for people stroking their chin for 4 minutes to cast Firebolt and move away 2 spaces from the nearest NPC.

I allow flanking and I allow monsters to flank. I don't play too many of them intelligently and coordinate slightly less than what I see the group doing (except beasts, who may not coordinate at all).

Oddly enough I think this is a case where quantity over quality leads to better overall quality of our gaming experience. If a person is focusing on making an informed decision every turn and each round is supposed to be 6 seconds it also makes more sense that they are moving quick, making one or two decisions a round and not getting to much into the meta.

Surprise is also very powerful. I don't think I want to encourage my group to be a bunch of stealth assassins who mow down every battle without batting an eye. If I eliminate the sense of danger the game gets boring. I need to keep the tension going.
 

I am philosophically generous with advantage and disadvantage. I am a big fan of bounded accuracy as well. They play well off each other.

My own personal experience with the game, the only time I would wish there were more stacking modifiers is when we get to the edges of bounded accuracy. For me, that's when the swing is something like 16 on the die (needing to roll a 16 to hit). You basically have a 25% chance to hit, and with advantage, you only edge up to 43.7%. That's a big increase, but it's not really where I want the game to be. I think the game functions better at the 6 to 15 range, and as you get to 16-20 to hit is where I suddenly want to start stacking advantage methods to be able to overcome this. That's where I suddenly want to be able to have 3 people stack the help action advantage on the target for some meaningful difference.
 

...it isn't recommended to edition war, but AD&D handled skills and saves better than 5e, if what you think better is includes the notion that people can get better at things. I'm personally not a fan of the idea that there are whole blocks of saves and skills my class will never get no matter what level i reach.

That would indeed suck if that were the case...but it's not. Every 4 levels you get the opportunity to raise any save roll or category of skills you desire. The fact that you obviously tend to dump your stat increases into those ability scores that already have save proficiencies is understandable, but NOT mandatory. And, in fact, given that you should be able to start with an 18 in your prime requisite (showing my age by using that term) if you choose a race that bumps it by 2 from the start, then you will have maxed out by level 4 and every other 4 levels can go into boosting other saves.

Not to mention multiclassing, which lets you collect save proficiencies at will with a single level dip. Since no one really cares about Int saves, you can pretty much cover all bases with a main class and 2 dips.
 

That would indeed suck if that were the case...but it's not. Every 4 levels you get the opportunity to raise any save roll or category of skills you desire. The fact that you obviously tend to dump your stat increases into those ability scores that already have save proficiencies is understandable, but NOT mandatory. And, in fact, given that you should be able to start with an 18 in your prime requisite (showing my age by using that term) if you choose a race that bumps it by 2 from the start, then you will have maxed out by level 4 and every other 4 levels can go into boosting other saves.

Not to mention multiclassing, which lets you collect save proficiencies at will with a single level dip. Since no one really cares about Int saves, you can pretty much cover all bases with a main class and 2 dips.

You can't actually start with an 18 unless you get a lucky roll. Point buy won't let you buy higher than 15, and racial bonuses only go to +2.

You don't get save proficiencies when you pick another class, so the only way to get an extra save proficiency (short of being a higher level rogue or monk) is with the Resilient feat (which you can only take once).

Not that I disagree with your argument, just pointing out some flaws in the details.
 

You can't actually start with an 18 unless you get a lucky roll. Point buy won't let you buy higher than 15, and racial bonuses only go to +2.

You don't get save proficiencies when you pick another class, so the only way to get an extra save proficiency (short of being a higher level rogue or monk) is with the Resilient feat (which you can only take once).

Not that I disagree with your argument, just pointing out some flaws in the details.

I did not know that regarding multiclassing and save proficiencies, but in double checking the PHB you are correct!

As far as point buy, yes indeed but that still means you will be adding ability scores to other stats at level 8. And a 16 is not too difficult to get using the 4d6 take the lowest 3 method.
 

Not to mention multiclassing, which lets you collect save proficiencies at will with a single level dip. Since no one really cares about Int saves, you can pretty much cover all bases with a main class and 2 dips.

I don't see this. The multiclassing proficiencies table on page 164 does not list any additional Saving Throw proficiencies when you multiclass. So if you start as a fighter with Proficiencies in the saving throws Strength and Constitution, multiclassing into a Cleric does not add any additional Saving Throw proficiencies.

Am I wrong?
 

I don't see this. The multiclassing proficiencies table on page 164 does not list any additional Saving Throw proficiencies when you multiclass. So if you start as a fighter with Proficiencies in the saving throws Strength and Constitution, multiclassing into a Cleric does not add any additional Saving Throw proficiencies.

Am I wrong?

I don't believe you are wrong. It looks like you don't automatically add the saves of the new class to your list of save proficiencies.
That said, you can pick them up by throwing feats at them. It's a slower process though.
 

I don't believe you are wrong. It looks like you don't automatically add the saves of the new class to your list of save proficiencies.
That said, you can pick them up by throwing feats at them. It's a slower process though.
You can pick one up, not both - resilient does not state it can be taken more than once, so it cannot.
 

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