Advantage / Disadvantage PLAY STYLE

By MorbidDon, in Dark Heresy House Rules

As discussed here on the FORUM

The Advantage / Disadvantage system adopted by D&D 5E seems to have streamlined RPG play without all the fuss and nuisance of counting Bonuses and or Penalties - rather the system just tallied all your Advantages (what you would call bonuses) verses the complications set against you known as Disadvantages (i.e. Penalties).

For those unfamiliar with it, when your character has the advantage you roll 2d100 instead of 1d100 and take the lower (i.e. more favourable) result. Likewise, when you are at a disadvantage you roll the 2d100 and take the higher, least favourable result…

This can be approached in one of two ways herein...

Method ONE

Either if preferred - tally all those bonuses your used to figuring out then cross reference that against all the penalties - which ever tally is higher - assign as Advantage (if the Bonuses added together are higher) or as Disadvanated (if the Penalties added together are higher).

This method though more exact added to the time it takes to figuring it out by math (albeit easy math)

Method TWO

Just figure out how many Bonuses you have verses how many Penalties - which ever is highest wins and thus sets your Advantage / Disadvantage according...

This methods is quicker but glosses over details in lieu of speedy play!

Aim (Half Action) Advantage +1

Aim (Full Action) Advantage +2

Flanking Advantage +1

Higher Ground Advantage +1

Point Blank Range Advantage +2

Semi Auto Burst Advantage +1

Short Range Advantage +1

Surrounded (i.e. "the pit") Advantage +2

Whatever - You get the Point...

Blind +2 Disadvantage

Extreme Range +2 Disadvantage

Fatigued +1 Disadvantage

Full Auto Burst +1 Disadvantage (this may be up to opinion - mines is based of recoil as to the "why")

Long Range +1 Disadvantage

Etc etc etc...

That's it in essence, no rocket science nor the Omnissiah needed!

So for ADVANTAGE - roll the attack twice and take the best of the two rolls

For DISADVANTAGE - roll the attack twice and take the worst of the two rolls

Stay GAMING

Morbid

Edited by MorbidDon

Interesting! My only real bug bear with DH is the countless modifiers. I think a system like this would need a fair bit of work to be balanced with the current system but I do like the looks of it in general.

Yeah for me - I'd go with the basic Method ONE (of all the specifics to look up and bog down combat)...

Example; "You have 5 advantages and 3 disadvantages player one - ok - your character is at Advantage on the roll" (done / nothing to look up or reference)

This is also great for GMs who like to give bonuses for things not readily found in the book like "higher ground" or "flanking" - well now just slap that on as an advantage and move on!

The whole idea of "small" combat say 5 on 5 taking more than 15 minutes to resolve sickens me at this point in my RPG career - fast gritting and satisfying is what I aim for - not virtualized morass of tables, fumbled pages, and possible additions making 5 vs 5 into an hour long or or maybe two hour long festival of time wasting...

At the end of the day for those viewing the post - this is my stance and attempt at "quicker" combat - like in prior post it may not be everyone's cup of tea - for those who enjoy a long drawn out granular process - then I implore you to continue doing what ever it is you prefer to do.

Stay GAMING

Morbid

Edited by MorbidDon

I like the simplicity. The whole approach reminds of Shadow of the Daemon Lord (I hope I got the name right. Only played it twice). It's a d20 system where you can get up to two boons or banes for an action. For each of those you roll an additional d6. For boons you add the higher of the d6 results to the result of your d20. For banes you subtract it. That's it.

Edit: Maybe worth noting that in this system higher is better, because you have to roll higher than a given target number.

Edited by eltom13