Advantage/Disadvantage

Post/Author/DateTimePost
#1

Whaat

Mar 04, 2015 9:05:34
when would be good times to give players advantage/disadvantage? I've looked through the threads, and haven't found anything, so I'm asking. My scenario: players spot bandits kidnapping a girl. they go to help. one of the party gets smart, and leads everyone up on top of some cliffs. they now have the tactical high ground of 30ft. and are able to pick off the bandits 1 by 1 with spells and arrows without fear of too much backlash. I gave the players advantage, and the bandits disadvantage for this move. I'm wondering when to use it and not use it for future use, so that I don't over use either mechanic.
#2

alienux

Mar 04, 2015 9:54:54

There are a number of predefined things that give advantage and disadvatage in the rules. There are class features, racial features, equipment features, etc. that grant advantage or impose disadvantage. The Help action can also give advantage to another player for a check.

 

There are also advantages and disadvantages given specifically by conditions.

 

Outside of those things, it's really a judgment call by the DM to give out advantage or disadvantage depending on the situation. If someone comes up with an especially good plan that would truly make a check, attack, or save easier, that's a good time to give advantage. If their plan is poor and would make things naturally more difficult, disadvantage would be appropriate.

 

For example, if a PC uses its action to intimidate a creature on it's turn and succeeds, you might rule that on the next turn, the PC has advantage on his attack against that creature due to the creature having been intimidated.

#3

Nevvur

Mar 04, 2015 10:15:16

It's really up to the DM, and can include a huge variety of situations. A point that has been made in various other threads is that adv/dis works out to be about +/- 3 or 4 points. You might ask yourself if the situation is worth that size of a bonus/penalty. You can try to extrapolate how extreme the situation is based on some other modifiers in the game. The rules for cover provide a +2 AC for 1/2 cover, and +5 for 3/4 cover. The Bless spell provides a +1-4 bonus to an action. Is the situation as difficult as firing an arrow at an enemy behind a portcullis? Is it as advantageous as if you were being aided by magic? All very subjective, but this at least gives you an idea.

 

That said, I specifically would not give advantage/disadvantage for differences in elevation. Would you also give a cloud giant automatic advantage for attacking medium/small sized creatures? However, you might grant the PCs a degree of cover, since they might be partially obstructed by the ledge on which they stand. 

 

 

#4

Coredump00

Mar 04, 2015 11:02:10

Whaat wrote:
(Reply to #4)

FrogReaver

Coredump00 wrote:
#6

Archon007

Mar 04, 2015 11:43:49

I would never do both. In your example I would give the players advantage. But honestly unless they enemies in your example where in a vacuum they should have moved to full cover or double moved away. As a DM your enemies need to be played like they are YOUR charcter, play them to win. 

 

As far as advantage or disadvantage what I do is set the DC based the environment then determine advantage or disadvantage based on circumstance (variables). So the players want to climb a mountain rock face I would determine the DC is 15 (for example) then if the players where using a rope & grapple they'd get Advantage, if it was dark & raining they would have disadvantage. I wouldn't change the DC for the circumstances. Hope that helps. 

#7

Eck

Mar 04, 2015 12:06:15

I've embraced the rules light system of 5th edition. If it isn't cover related, I'll give advantage/disadvantage as it strikes me. I probably wouldn't have awarded advantage in the high-ground situation myself since picking off bandits with ranged weapons is its own reward. The bandits probably would have fled or surrendered after a round of two of being peppered with arrows. But I also wouldn't have argued with your call since it was perfectly reasonable.

 

I give advantage anytime I think the character (friendly or enemy) would have an easier time of things. Flanking, attacking from stealth, sucker punching a distracted foe, etc. Climbing a knotted rope, or having two walls to brace against along with a rope. Social interactions in a town where the party has done heroic things.

 

I give disadvantage anytime I think the character (friendly or enemy) would have a tougher time of things. Fighting with sand in their eyes, climbing a slippery surface without gear, lying to guards when they have reason to be on high alert such as a recent threat on the mayor's life.

 

It's really up to you to find a comfortable balance with your players on when advantage/disadvantage should apply.

 

On a side note, I tend to award Inspiration any time the PC's attempt something cool/fun/awesome, or something that's very In Character despite being detrimental.

 

- Eck

#8

Barky

Mar 04, 2015 17:14:45

Nevvur wrote: