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<blockquote data-quote="KarinsDad" data-source="post: 6684808" data-attributes="member: 2011"><p>While the Help action can do this, it does have a major disadvantage that using a cantrip from 30 feet away does not (typically followed by moving even further away). The PC using the Help action is at risk for being attacked in melee if s/he rushes up into melee to do this. The Help action at safe range is considerably more potent of an ability than the normal Help action.</p><p></p><p>We could get into a conversation about the merits of speeding up play with the Advantage/Disadvantage rule, but personally as a DM, I never grant more than a single +2 or -2 anyway. It's faster at the table to add in +2 than it is to grab an additional D20 (and all of the time waste and drama of which extra D20 to grab which does happen at tables) IME. In fact, the actual calculation of adding +2 is not even needed 90% of the time. A DM can say "ok, I'll give you +2, but roll your normal attack first". I don't know how many times at a table did I say "Just roll". Players like to talk about their rolls even before they make them. But if they roll a 17 or a 2, why exactly did we need to have this discussion at the table about trying to finagle a situational bonus out of the DM?</p><p></p><p>And, I personally do not like a +4 or +5 equivalent to the roll for advantage. I think it is too large, the equivalent of 2 or 3 bonuses in earlier editions. So when I was DMing, if I granted any bonus or penalty, it was a small one. I use advantage / disadvantage when the rules explicitly call for it, but I think that it is just another way for players to try to milk the mechanics (as can be seen by the somewhat outrageous box example that started this discussion). The reason TM used that example is BECAUSE advantage is such a huge game mechanic. In 3E, he probably would never have come up with such a cheesy tactic.</p><p></p><p>My personal take is that Advantage does not streamline combat at all. It just gives players a way to go crazy with dice rolling.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 6684808, member: 2011"] While the Help action can do this, it does have a major disadvantage that using a cantrip from 30 feet away does not (typically followed by moving even further away). The PC using the Help action is at risk for being attacked in melee if s/he rushes up into melee to do this. The Help action at safe range is considerably more potent of an ability than the normal Help action. We could get into a conversation about the merits of speeding up play with the Advantage/Disadvantage rule, but personally as a DM, I never grant more than a single +2 or -2 anyway. It's faster at the table to add in +2 than it is to grab an additional D20 (and all of the time waste and drama of which extra D20 to grab which does happen at tables) IME. In fact, the actual calculation of adding +2 is not even needed 90% of the time. A DM can say "ok, I'll give you +2, but roll your normal attack first". I don't know how many times at a table did I say "Just roll". Players like to talk about their rolls even before they make them. But if they roll a 17 or a 2, why exactly did we need to have this discussion at the table about trying to finagle a situational bonus out of the DM? And, I personally do not like a +4 or +5 equivalent to the roll for advantage. I think it is too large, the equivalent of 2 or 3 bonuses in earlier editions. So when I was DMing, if I granted any bonus or penalty, it was a small one. I use advantage / disadvantage when the rules explicitly call for it, but I think that it is just another way for players to try to milk the mechanics (as can be seen by the somewhat outrageous box example that started this discussion). The reason TM used that example is BECAUSE advantage is such a huge game mechanic. In 3E, he probably would never have come up with such a cheesy tactic. My personal take is that Advantage does not streamline combat at all. It just gives players a way to go crazy with dice rolling. [/QUOTE]
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