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<blockquote data-quote="EzekielRaiden" data-source="post: 6693036" data-attributes="member: 6790260"><p>Really, this just strikes me as the natural consequence of the mechanical pendulum swing. You equip to fight the previous war and all that. 4e tried to work in some degree of limiting bonus proliferation (Combat Advantage was clearly meant to encapsulate all "you're in a superior fighting position than this enemy"), and 5e took this goal to an extreme--succeeding in making a bonus structure about as simple as it could possibly be. But that simplicity is exactly where the new problems, like this one, will arise. Advantage is best used as a tool of last resort, but the rules, particularly for Inspiration, make it a tool of <em>first</em> resort much of the time, exactly as I predicted during the playtest. When someone hands out like candy the best bonus the game allows, because it's (at least seen as) the <em>only</em> "givable" bonus, it will soon feel pretty limiting.</p><p></p><p>As for solving the problem, there are already some good ideas in the thread. Personally, I'd go for something like "Driven: you may treat one die roll as 2 higher, or 2 lower, than its shown value, but not higher or lower than that die is capable of rolling." This stacks with advantage, is a unique mechanic, doesn't make impossible things possible, and is small enough (the equivalent of level 1 Proficiency) that you can hand it out as often or as rarely as you like. I've intentionally left it open whether it applies only to the player's rolls or to rolls made against them too; that seems like a thing best deliberated. Heck, even the "or lower" part might be better left out.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6693036, member: 6790260"] Really, this just strikes me as the natural consequence of the mechanical pendulum swing. You equip to fight the previous war and all that. 4e tried to work in some degree of limiting bonus proliferation (Combat Advantage was clearly meant to encapsulate all "you're in a superior fighting position than this enemy"), and 5e took this goal to an extreme--succeeding in making a bonus structure about as simple as it could possibly be. But that simplicity is exactly where the new problems, like this one, will arise. Advantage is best used as a tool of last resort, but the rules, particularly for Inspiration, make it a tool of [I]first[/I] resort much of the time, exactly as I predicted during the playtest. When someone hands out like candy the best bonus the game allows, because it's (at least seen as) the [I]only[/I] "givable" bonus, it will soon feel pretty limiting. As for solving the problem, there are already some good ideas in the thread. Personally, I'd go for something like "Driven: you may treat one die roll as 2 higher, or 2 lower, than its shown value, but not higher or lower than that die is capable of rolling." This stacks with advantage, is a unique mechanic, doesn't make impossible things possible, and is small enough (the equivalent of level 1 Proficiency) that you can hand it out as often or as rarely as you like. I've intentionally left it open whether it applies only to the player's rolls or to rolls made against them too; that seems like a thing best deliberated. Heck, even the "or lower" part might be better left out. [/QUOTE]
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