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"The problem with 5e" is the best feature - advantage
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<blockquote data-quote="Shiroiken" data-source="post: 8147096" data-attributes="member: 6775477"><p>You mention a lot of things "wrong" with 5E that have nothing to do with your actual point, so I'm going to ignore everything except that.</p><p></p><p>First of all, I'm not a big fan of terrain providing advantage. Not because I don't like it, but because advantage isn't always the best explanation. In the case of higher ground, I increase the short range of ranged attacks by 5% per 10 ft (max +50%), representing the extended time before the weapon hits the ground. If you're only 5 ft higher, such as on a ledge, I'd give you 1/2 cover against a small creature and 3/4 cover against a tiny creature (unless they have a climb speed) because they have a harder time hitting anything vital. Terrain can grant benefits, but most of it's going to be defensive (i.e. cover), not offensive (although being an a higher elevations against a huge creature might grant advantage to attack due to the ability to hit more vital areas). </p><p></p><p>Oh, and never use the flank rules. They don't work well at all, and more often than not you simply create a "flank chain," where everyone is lined up to get advantage on attack.</p><p></p><p></p><p></p><p>Assuming you want to keep things on the simple side, there are two methods which are very similar. First of all, don't limit the amount of advantage and disadvantage you can have. If you have advantage from an ability, but have disadvantage because of long range, you can still gain advantage another way (such as from higher ground). This means that instead of having neither (per RAW), you still have advantage. Gaining advantage from two sources is then worthwhile. If you want to use this method, you should probably also consider giving disadvantage for the various terrain interaction to balance things out.</p><p></p><p>Alternately, as others have mentioned don't limit it to 2d20, but allow an endless number of d20s, keeping only one. This still keeps bounded accuracy, and allows the additional advantages to be beneficial. While this may sound insane, remember that each additional d20 is a diminished return, as the likelihood of that d20 being the one that matters is lower and lower (if you roll your d20s separately you'll realize that about half the time advantage does nothing because the first roll was higher anyway). Don't forget if you do this to reduce a d20 for each disadvantage too.</p><p></p><p></p><p>No, because you bust bounded accuracy (the REAL winner of 5E) completely to shreds. Adding modifiers allows the result to be above 20 and below 1, which is against the purpose of advantage. If you break bounded accuracy, then you have to start using more DC 25 and putting in a few DC 5, because they're more likely to occur.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8147096, member: 6775477"] You mention a lot of things "wrong" with 5E that have nothing to do with your actual point, so I'm going to ignore everything except that. First of all, I'm not a big fan of terrain providing advantage. Not because I don't like it, but because advantage isn't always the best explanation. In the case of higher ground, I increase the short range of ranged attacks by 5% per 10 ft (max +50%), representing the extended time before the weapon hits the ground. If you're only 5 ft higher, such as on a ledge, I'd give you 1/2 cover against a small creature and 3/4 cover against a tiny creature (unless they have a climb speed) because they have a harder time hitting anything vital. Terrain can grant benefits, but most of it's going to be defensive (i.e. cover), not offensive (although being an a higher elevations against a huge creature might grant advantage to attack due to the ability to hit more vital areas). Oh, and never use the flank rules. They don't work well at all, and more often than not you simply create a "flank chain," where everyone is lined up to get advantage on attack. Assuming you want to keep things on the simple side, there are two methods which are very similar. First of all, don't limit the amount of advantage and disadvantage you can have. If you have advantage from an ability, but have disadvantage because of long range, you can still gain advantage another way (such as from higher ground). This means that instead of having neither (per RAW), you still have advantage. Gaining advantage from two sources is then worthwhile. If you want to use this method, you should probably also consider giving disadvantage for the various terrain interaction to balance things out. Alternately, as others have mentioned don't limit it to 2d20, but allow an endless number of d20s, keeping only one. This still keeps bounded accuracy, and allows the additional advantages to be beneficial. While this may sound insane, remember that each additional d20 is a diminished return, as the likelihood of that d20 being the one that matters is lower and lower (if you roll your d20s separately you'll realize that about half the time advantage does nothing because the first roll was higher anyway). Don't forget if you do this to reduce a d20 for each disadvantage too. No, because you bust bounded accuracy (the REAL winner of 5E) completely to shreds. Adding modifiers allows the result to be above 20 and below 1, which is against the purpose of advantage. If you break bounded accuracy, then you have to start using more DC 25 and putting in a few DC 5, because they're more likely to occur. [/QUOTE]
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