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Revised Disadvantage/Advantage
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<blockquote data-quote="Kinematics" data-source="post: 7343146" data-attributes="member: 6932123"><p>My experience is similar, but the point is to make it more tempting to try, even with disadvantage, because an interesting failure is still more interesting than not doing anything at all.</p><p></p><p>I'm also pondering whether it might not be necessary to exclude combat rolls from 'interesting' results. If you attack with disadvantage, you might hit, but leave yourself open, thus giving the opponent advantage on their next attack. If you have advantage, you might hit, but knock the opponent back out of your reach, giving them a chance to run without taking an opportunity attack. Stuff like that.</p><p></p><p>It feels like something where being willing to accept disadvantage as just part of combat, but not something that would make you mostly ineffective, allows for much more dynamic results.</p><p></p><p>I might even back off of some of the complete failure scenarios, such as jumping over the pit trap. A failure/success on that might have you land on the edge of the other side, barely hanging on, but give you a chance to climb out on a separate check, or for others to help pull you out.</p><p></p><p></p><p>As this was put together in conjunction with the issue of exhaustion, people avoid that first level of exhaustion <em>at all costs</em>, because disadvantage on ability checks means they're going to avoid doing <em>anything</em>, if they can help it. That makes exhaustion a massive penalty to the entire game, as it slows things down for nobody's benefit. Getting players to be more willing to engage even with the exhaustion penalty means they're more willing to engage with the trying times of being an adventurer, instead of only engaging when they're at their best.</p><p></p><p>Basically, it has knock-on effects in all kinds of small areas that add up to being willing to try to continue, even if the results aren't perfect, rather than just shutting down and avoiding doing anything when disadvantage comes into play.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 7343146, member: 6932123"] My experience is similar, but the point is to make it more tempting to try, even with disadvantage, because an interesting failure is still more interesting than not doing anything at all. I'm also pondering whether it might not be necessary to exclude combat rolls from 'interesting' results. If you attack with disadvantage, you might hit, but leave yourself open, thus giving the opponent advantage on their next attack. If you have advantage, you might hit, but knock the opponent back out of your reach, giving them a chance to run without taking an opportunity attack. Stuff like that. It feels like something where being willing to accept disadvantage as just part of combat, but not something that would make you mostly ineffective, allows for much more dynamic results. I might even back off of some of the complete failure scenarios, such as jumping over the pit trap. A failure/success on that might have you land on the edge of the other side, barely hanging on, but give you a chance to climb out on a separate check, or for others to help pull you out. As this was put together in conjunction with the issue of exhaustion, people avoid that first level of exhaustion [i]at all costs[/i], because disadvantage on ability checks means they're going to avoid doing [i]anything[/i], if they can help it. That makes exhaustion a massive penalty to the entire game, as it slows things down for nobody's benefit. Getting players to be more willing to engage even with the exhaustion penalty means they're more willing to engage with the trying times of being an adventurer, instead of only engaging when they're at their best. Basically, it has knock-on effects in all kinds of small areas that add up to being willing to try to continue, even if the results aren't perfect, rather than just shutting down and avoiding doing anything when disadvantage comes into play. [/QUOTE]
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