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