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General Tabletop Discussion
*Dungeons & Dragons
Revisiting 4th Edition
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<blockquote data-quote="DEFCON 1" data-source="post: 6077394" data-attributes="member: 7006"><p>I've also found adapting a D&DN mechanic into 4E has done wonders for my skill challenges... which is using Advantage/Disadvantage.</p><p></p><p>Basically... the players can use whatever skills they want to try and succeed in the challenge as usual. But if they actually describe what it is they are doing, how they are doing it, and generally roleplay the action really well... I grant them Advantage on the check. Roll the d20 twice and take the best result. Conversely, if they make no effort whatsoever to RP or describe... rather, they just say " I try to Bluff the guy"... I grant Disadvantage on the roll (roll two d20 and use worst).</p><p></p><p>They now have a really good bennie that they try and work for... and which thankfully doesn't screw up the DCs of the checks (which does happen a bit if you just grant additional +2s to the rolls). It's all a matter of perception... rolling twice and taking best result seems to be much more of something to strive for, than just another +2 bonus. And thus, they go that extra mile in coming up with ideas that they hope will impress me, and thus have me grant them Advantage. That extra d20 roll is something they really, really love.</p><p></p><p>Does the Advantage mechanic on rolls skew the chance of success on a particular roll higher on average? Of course. But I then counter this by usually increasing the number of successes needed in the challenge (usually skipping 4/3 success/failure and going at minimum 6/3). It's worked really well.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6077394, member: 7006"] I've also found adapting a D&DN mechanic into 4E has done wonders for my skill challenges... which is using Advantage/Disadvantage. Basically... the players can use whatever skills they want to try and succeed in the challenge as usual. But if they actually describe what it is they are doing, how they are doing it, and generally roleplay the action really well... I grant them Advantage on the check. Roll the d20 twice and take the best result. Conversely, if they make no effort whatsoever to RP or describe... rather, they just say " I try to Bluff the guy"... I grant Disadvantage on the roll (roll two d20 and use worst). They now have a really good bennie that they try and work for... and which thankfully doesn't screw up the DCs of the checks (which does happen a bit if you just grant additional +2s to the rolls). It's all a matter of perception... rolling twice and taking best result seems to be much more of something to strive for, than just another +2 bonus. And thus, they go that extra mile in coming up with ideas that they hope will impress me, and thus have me grant them Advantage. That extra d20 roll is something they really, really love. Does the Advantage mechanic on rolls skew the chance of success on a particular roll higher on average? Of course. But I then counter this by usually increasing the number of successes needed in the challenge (usually skipping 4/3 success/failure and going at minimum 6/3). It's worked really well. [/QUOTE]
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Revisiting 4th Edition
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