psychophipps
Explorer
We just finished Tiamat after a year of play and I never got tired of the advantage/disadvantage mechanic. It strips the mechanics to their blunt essence and stops the aforementioned "bennie hunting" that 3.5 was chock full of.
So now that 5e has been out a long while what do you think about the A/D mechanic? Originally I absolutely adored it, but when I began playing more and more it seemed like the concept is a bit too... homogenized I guess is the best word. Since they did away with the +2/-2 as the DM rule and replaced it with A/D I'll be the first to admit that it simplified book keeping and that was a very good thing. However there's a key part of that which is the + and ='s. A/D mechanics basically makes it impossible to stack. Despite the fact that stacking +-2's can open the door to some heavy power gaming, it doesn't allow for a gradation of rewards on the PCs part. I'm specifically talking about DM adjudication, no specific powers that grant A/D.
Unless I missed something, it seems like no matter how many advantages you have just ONE disadvantage will negate pretty much all of that advantage you built up. Which means that preparing heavily to take down some crazy monster or something can be pointless if the monster has anything that would grant disadvantage. That being said I totally understand how doing a 1/1 match for cancellation can lead to a scenario where the PCs almost can't fail or can't succeed if you have ... say 5 advantage dice. Thoughts on the subject? Am I being too harsh thinking that it can take away meaning of well prepared PCs? Like I said, I don't necessarily hate the mechanic and I understand why it's implemented, I just think that we have sacrificed a bit more than we had bargained for when wanting a simpler edition.
Funny, 'old school' where I come from means embrace complexity. I liked A/D at first but I've gone off it. I think it's too reductive. In fact, that's my main criticism of 5e as a whole.
Has anyone tried a "stacks up to 1" system for A/D? For example, if you have 5 advantage giving occurrences, but only 1 disadvantage, you still have advantage, because the 4 advantages left stack to 1. That would solve the "have it or don't" problem, right?
Has anyone tried a "stacks up to 1" system for A/D? For example, if you have 5 advantage giving occurrences, but only 1 disadvantage, you still have advantage, because the 4 advantages left stack to 1. That would solve the "have it or don't" problem, right?
It's very black-and-white. Which I find is great at low levels. A little smidgen of dis or adv goes a long way. At higher levels, it's almost on everything, around every corner and it becomes devalued. It becomes a headache to track just as the bonuses from prior editions did, who's granting what, how many of each are out, etc...
It's also very powerful, but I find that power leans heavily in favor of dis advantage regardless of level. You still have to roll well to hit, even with advantage, and it only takes one failure on a disadvantage roll toe fail completely. "Buffs" aren't very buffy (those +1d4's to a roll). I really like the mechanic, but advnatage is by no means a higher guarantee of success. Statistically, you are more likely to miss than you are to hit so doubling your probability to hit does less than doubling your probability to miss.
I wouldn't mind good old +X's back, but I'd still like to keep the numbers down, much like how they limited magical items to +3. A simple rule of "only one buff" with a cap at +3 would easily keep the math down, without having to track too many advs and disadvs.
I tend to agree. Advantage/Disadvantage was a solution looking for a problem. I don't mind dice averaging in other games but it tends to be an all or nothing thing. So in that sense they should have stuck with adding skill dice to skills, or even saves. Then any bonus is averaged.It's very black-and-white. Which I find is great at low levels. A little smidgen of dis or adv goes a long way. At higher levels, it's almost on everything, around every corner and it becomes devalued. It becomes a headache to track just as the bonuses from prior editions did, who's granting what, how many of each are out, etc...
It's also very powerful, but I find that power leans heavily in favor of dis advantage regardless of level. You still have to roll well to hit, even with advantage, and it only takes one failure on a disadvantage roll toe fail completely. "Buffs" aren't very buffy (those +1d4's to a roll). I really like the mechanic, but advnatage is by no means a higher guarantee of success. Statistically, you are more likely to miss than you are to hit so doubling your probability to hit does less than doubling your probability to miss.
I wouldn't mind good old +X's back, but I'd still like to keep the numbers down, much like how they limited magical items to +3. A simple rule of "only one buff" with a cap at +3 would easily keep the math down, without having to track too many advs and disadvs.
That is definitely my favorite way of doing it. I believe capping it at 1 is awesome because it keps the counting and rolling down but letting one disadvantage negate two or more disadvantages (or the other way round) is something I don't appreciate. It feels like taking it one step too far.
Overall I really like Adv/Dis.