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<blockquote data-quote="Kinak" data-source="post: 6207093" data-attributes="member: 6694112"><p>Sure thing.</p><p></p><p>It's just because it's adding more to keep track of in combat. If you have, say, three attacks, you already need to keep track of which is which (because descending BAB values). But with advantage, you need to roll two for each attack and keep track of those properly as well. You're moving from three dice in order to six dice in pairs.</p><p></p><p>You can do some clever things on the player side like color-coding your attacks (first attack is two red d20s and red damage dice, second attack is... etc.). But it ends up making combat calculations last even longer.</p><p></p><p>For reference, my group right now just got to 14th level. They have a paladin who vital strikes most of the time (does math on paper, considering switching to an app that does the math), a rogue who often makes two attacks (uses a full-featured dice roller that totals damage), and an archer who is usually making four or more attacks (does math on paper). The cleric's made less than ten attacks the entire campaign, so he's fine.</p><p></p><p>By having multiple players handling their actions at the same time, I can get through combats quite quickly (15 minutes - 1 hour). But any additional complexity I add to the math and number-tracking will go straight into that time.</p><p></p><p>I still use advantage/disadvantage for skill checks and saves. I <em>wish</em> I could use it for stuff like cover, because I loathe miss chance.</p><p></p><p>Cheers!</p><p>Kinak</p></blockquote><p></p>
[QUOTE="Kinak, post: 6207093, member: 6694112"] Sure thing. It's just because it's adding more to keep track of in combat. If you have, say, three attacks, you already need to keep track of which is which (because descending BAB values). But with advantage, you need to roll two for each attack and keep track of those properly as well. You're moving from three dice in order to six dice in pairs. You can do some clever things on the player side like color-coding your attacks (first attack is two red d20s and red damage dice, second attack is... etc.). But it ends up making combat calculations last even longer. For reference, my group right now just got to 14th level. They have a paladin who vital strikes most of the time (does math on paper, considering switching to an app that does the math), a rogue who often makes two attacks (uses a full-featured dice roller that totals damage), and an archer who is usually making four or more attacks (does math on paper). The cleric's made less than ten attacks the entire campaign, so he's fine. By having multiple players handling their actions at the same time, I can get through combats quite quickly (15 minutes - 1 hour). But any additional complexity I add to the math and number-tracking will go straight into that time. I still use advantage/disadvantage for skill checks and saves. I [I]wish[/I] I could use it for stuff like cover, because I loathe miss chance. Cheers! Kinak [/QUOTE]
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