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10 months ago ::
Aug 27, 2012 - 9:48PM
#1
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Date Joined:
Nov 16, 2009
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While I really like the (dis)advantage mechanic as something you can give out to players since its a fun and really easy to feel good about thing that increases odds when players do creative/fun things.
The problem with this is that too many things already grant (dis)advantage. This means that players utilizing some class feature/speciality they aren't able to really be rewarded using the DM's rule.
Are there other things we can do to improve players instead of advantage so we could save this for DMs rule type stuff? Or vice versa? I really like not having all the modifiers like we had in earlier editions, so I'd rather not have to go back to the +2/-2 DMs rule.
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10 months ago ::
Aug 27, 2012 - 9:52PM
#2
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Date Joined:
Nov 22, 2007
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That is a valid point.
Brave Knights of W.T.F. Gryphon Helm Winner.
Edition wars kill players, this will kill Dungeons and Dragons.
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10 months ago ::
Aug 27, 2012 - 10:07PM
#3
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Date Joined:
Sep 30, 2006
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You could always lower the DC i guess.
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10 months ago ::
Aug 27, 2012 - 10:12PM
#4
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Date Joined:
Nov 16, 2009
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You could always lower the DC i guess.
I thought about this, but it essentially serves the same as +2/-2 of changing modifiers, and doesn't work in contests.
I would even go with minimum die rolls, (so hey you can't botch that awesome speach you just gave) but the problem there is that DND is very much a binary result (you succeed or you fail). Minimum dies would work well if there were degrees of success as the core mechanic, but that would take a lot of work to change. (although I think it would make a better game)
Please keep the ideas coming. I think even if we don't find something I love, the suggestions could be really helpful to anyone happening by this page.
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10 months ago ::
Aug 27, 2012 - 11:28PM
#5
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Date Joined:
Jan 15, 2012
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I don't see the problem...
If something forces disadvantage on a player and you want to reward him/her as a DM for whatever reason, simply negate the disadvantage. If you want to penalize a player as the DM for whatever reason and he/she already has advantage, negate it. I assume you have a good reason, but other than that thorny issue, what's the problem here?
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10 months ago ::
Aug 27, 2012 - 11:39PM
#6
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Date Joined:
Feb 27, 2010
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The following comes readily to mind - Degrees of success or failure, increasing duration of (dis)advantage, extending (dis)advantage to others, environmental effects, increased/decreased xp awards, alternate treasure.
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9 months ago ::
Aug 28, 2012 - 5:55AM
#7
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Date Joined:
Nov 16, 2009
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I don't see the problem...
If something forces disadvantage on a player and you want to reward him/her as a DM for whatever reason, simply negate the disadvantage. If you want to penalize a player as the DM for whatever reason and he/she already has advantage, negate it. I assume you have a good reason, but other than that thorny issue, what's the problem here?
That wasn't the problem. The issue is what if you want to reward a player who already has advantage, or penalize a player who already has disadvantage?
Your above suggestions work great for their cases however.
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9 months ago ::
Aug 28, 2012 - 5:58AM
#8
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Date Joined:
Nov 16, 2009
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The following comes readily to mind - Degrees of success or failure, increasing duration of (dis)advantage, extending (dis)advantage to others, environmental effects, increased/decreased xp awards, alternate treasure.
Bolded my favorites -great ideas =)
Another option is minimum die rolls (probably 10)- thus the player who gave the rousing speech can't critically fail it, and is pretty much guaranteed a success (but he could critically succeed).
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9 months ago ::
Aug 28, 2012 - 9:33AM
#9
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Date Joined:
Nov 16, 2009
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On a less calculationy side- instead of minimum die rolls, we could use minimum results- thus if you have a minimum of 10 you take your combined total or 10 whichever is higher. Since 10 satisifes the lowest DC its definately a success in those cases and never a critical failure.
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9 months ago ::
Aug 28, 2012 - 11:38AM
#10
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Date Joined:
Nov 22, 2007
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You could use both die results.
Fail both and it's outright failure with consequences.
Fail one succeed on the other and it is a wash. You don't succeed but you avoid any negative repercussion. (when disadvantaged)
Fail one and succeed on the other and you succeed but only narrowly. You receive no additional benefit. ( when advantaged)
Succeed on both and you gain additional benefit beyond base success.
Brave Knights of W.T.F. Gryphon Helm Winner.
Edition wars kill players, this will kill Dungeons and Dragons.
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