Thursday, February 5, 2026

Incrementing Advantage

5e had a cool idea. Advantage and Disadvantage are concepts that are both easy to grasp and smooth to use. However they feel a bit unwieldy. Both too good and too bad at once. You never want to be without Advantage, but your life sucks when you have Disadvantage! It’s a bit of a blunt instrument as far as rules go.

So how do we fix it? Half-Advantage? Roll high on a d6 and you get it, roll low and you don’t. Feels kinda un-fun. If I have a bonus I want to be able to rely on it.

I found a way to work it, but it requires ditching d20’s and replacing them with 2d10. Each instance of Advantage lets you re-roll one of the d10’s. Two instances of Advantage, re-roll both and take the best result. Every instance after two adds a +1 to the roll instead. Advantage and Disadvantage cancel out 1-for-1.

I discovered this method back when I was running lots of Fate Core. The dice pool thing they had going really lent itself to this.

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