D&D 5E Still new to 5e so be gentle


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When you have advantage, when you make an attack roll, saving throw or ability check, you roll 2d20 instead of one and use the higher die.

Disadvantage is the same, except you use the lower die.

If you have both advantage and disadvantage, they cancel out and you just roll 1d20. (It doesn't matter how many times you have either; they all cancel out).

You gain advantage or disadvantage according to various rules: typically spells, special abilities and conditions will allow you to use them. See the conditions "blinded" and "restrained" for two such.

I have a number of articles for new D&D players here: http://merricb.com/articles-for-new-dd-players/ - although I don't have one directly on advantage and disadvantage. I should rectify that, I suppose!

Cheers!
 

The DMG gives some guidelines on p. 239:

"Consider granting advantage when...
- Circumstances not related to a creature's inherent capabilities provide it with an edge.
- Some aspect of the environment contributes to the character's chance of success.
- A player shows exceptional creativity or cunning in attempting or describing a task.
- Previous actions (whether taken by the character making the attempt or some other creature) improve the chances of success.
Consider imposing disadvantage when...
- Circumstances hinder success in some way.
- Some aspect of the environment makes success less likely (assuming that aspect doesn't already impose a penalty to the roll being made).
- An element of the plan or description of an action makes success less likely."

Just ask if you need an example for one of them. Generally, I wound add that you should only grant advantage or impose disadvantage if the action or circumstance in question has not already provided a bonus or penalty of some sort.
 

It's pretty circumstantial and up to you.
Crossing a rickety rope bridge: standard Dex check.

Crossing rope bridge in heavy wind/rain/snow: disadvantage

Crossing rope bridge while using extra support of some sort: advantage.

Crossing rope bridge in heavy rain while using extra support: standard
 

Ok, I like that it is either mentioned in the conditions, in the spells or the DM determines it. I like 5e more every day. Looking for chance to play it in about a week.
 

Ok, I like that it is either mentioned in the conditions, in the spells or the DM determines it. I like 5e more every day. Looking for chance to play it in about a week.

The main recommendation I would give with "DM's discretion" advantage is think, significant advantage. Advantage is very useful.

Of course, how you define "significant" is entirely up to you, the DM. Have fun with it! Encourage your players to be creative! But don't feel like you have to give advantage out all the time if you don't feel that the situation warrants it.

Enjoy!
 

A good rule to consider is if the player asks you for a description of the area around, and then says something like "if I grab the chandelier as part of my jump, do I get advantage on the check?", give them advantage. Players should get advantage for reacting to your own descriptions.

Likewise, don't afraid to be generous with disadvantage. It'll make players grumble, but once they learn to work together to negate disadvantage, they'll feel very clever, and that's a plus.
 

Also, you can't get "double" advantage or disadvantage so if for some reason, you could have advantage granted from multiple sources, you only get it once.
 

This is important:

Also, you can't get "double" advantage or disadvantage so if for some reason, you could have advantage granted from multiple sources, you only get it once.

There is no need to try to "stack" advantage, you have it or you don't.

Also, you can use inspiration for advantage, or to offset disadvantage.
 

Also, you can't get "double" advantage or disadvantage so if for some reason, you could have advantage granted from multiple sources, you only get it once.

And continuing in this vein: any number of advantages offset any number of instances of disadvantages.

If you're shooting at a blurred target at long range while having 3 or more levels of exhaustion, you shoot at a disadvantage. If you cast true strike* to aid your aim, the advantage from that spell cancels out all the disadvantage from the three negative conditions.

* Don't cast true strike. It's almost never a good idea.
 

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