Determining Advantage

Post/Author/DateTimePost
#1

PoJo72

Jul 06, 2014 6:23:50

There are several places in the Basic rules that specifically state when someone has advantage or disadvantage, but it seems that much of the determination is left to the interpretation of the DM.  In particular, I did not see anything in regard to flanking.  

 

With the focus more on the 'theater of the mind' approach to combat, it sounds like the DM has the discretion to determine advantage or disadvantage based on how the PCs describe what their doing.  For example, if a PC indicates that he is going to move around a monster that is already engaged with another PC and will take a flanking position, the DM could rule that those PCs each now have advantage.

 

Or in the case of a skill check, such as for climb, if the PCs rig some system where it is clear the climb would be significantly easier, the DM could either change the difficulty level of the check or tell the PCs that they have advantage due to their efforts.

 

If this is how it is supposed to work, I really like this flexibility.  It lets the rules adapt to the adventure and the group.

 

Is this how others are using advantage/disadvantage? 

 

 

#2

iserith

Jul 06, 2014 11:54:37

Basic Rules, page 57: "You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration (see chapter 4) can also give a character advantage on checks related to the character's personality, ideals, or bonds. The DM can also decide that circumstances influence a roll in one direction or another and grant advantage or impose disadvantage as a result."

 

When I DM, I offer advantage or disadvantage for doing certain things, particularly as it relates to terrain features of the encounter, e.g. stand near the reconsecrated altar and gain advantage on attack rolls against undead creatures. Players can also seek out advantage and earn it as stakes in an uncertain action. For example, a player states he wants his character to suss out a weakness in an enemy's defenses, then they can make an appropriate skill check to gain advantage on an attack with a cost for failure. Bottom line is I won't grant advantage or disadvantage on a whim. It will be stated up front or earned with actions and checks.

#3

pukunui

Jul 06, 2014 14:18:29

Flanking will be in the optional tactical combat module in the DMG.

#4

Guest855761860

Jul 06, 2014 19:51:41
Yes. If i dont see or remember another rule, thats how ill be using it. Or if there is a rule but i dont like it.
#5

Archon007

Jul 06, 2014 22:04:34

Personally I wouldn't reduce a DC. In you example of the wall climbing you set the DC at x. If they create a device or whatever that helps them then they get Advantage, if something made it worse it started raining for example they would get Disadvantage. 

#6

El_Condoro

Jul 06, 2014 22:21:28

What about fighting on stairs? Would the lower actor get disadvantage and the higher advantage? Personally, i think that's too much and would give +/-2. What do you guys think?

 

I noticed the absence of flanking, too, but there is the Help action - you act as a decoy so that an ally can get advantage on their roll. Not quite the same...

#7

iserith

Jul 07, 2014 4:48:58

El_Condoro wrote:
#8

ivstin

Jul 07, 2014 15:52:28

Advantage, to me, is the new +/- 2. Unless it's half-cover (+2 AC Dex saves) or Three-quarters cover (+5 to the same), I wouldn't make additions or subtractions to numbers anymore. It was once one of the greatest "not sure what to do?" rules with a simple answer - the math was easy. With Advantage/Disadvantage, yes, this gives you two chances to critically succeed, and many of us get hung up on that thinking "I do not want to give my players that much of a bonus!" But when advantage/disadvantage are the new adjustment tool... woo! let it happen!

When would I give advantage? Well, obviously when they gain Inspiration (which might be as simple as choosing to save the orphan from the street fight, or leaping in front of a fallen ally - depending on bonds, flaws, etc.); but also when my players are tactical. The new system promotes "sacrficing actions" to gain effects (example: a fighter still has advantage if he is hidden, so it benefits him to spend the action to hide if he is having a hard time hitting someone). Which, for those who remember, harkens to the 2e days where mixing up your actions and trying to gain a double-proficiency from a situation was encouraged.

 

And now something completely different, because sharing time is fun.

 

Last night, while fighting in a tavern against some bandits that took over the tavern (for nefarious purposes, no doubt), my players did the best job they've ever done in keeping themselves free from harm. Not only did they duck behind the bar to use it for 3/4 cover where applicable (to keep an eye on enemies), they made great use of the Dodge action, Command spell, and Help action. By being behind the bar, they had +5 to AC and using Dodge gave Disadvantage on enemy attacks. The first time the Cleric cast Command, the Fighter used his reaction to give the nearby enemy who noticed she was no longer paying him attention (and on his turn attacked) Disadvantage with the Protection feature. Then the ring leader told his goons to grapple the cleric (an opposed Str (Athletics) action), so the Fighter sheathed his sword (kept his shield out) and used the Help action to give the Cleric Advantage on her attempt to escape on her turn. The Wizard dashed in and used Shocking Grasp (with Advantage, since the ring leader was wearing metal armor), so that the Rogue could get in and finish off the last ranged attackers, and so that the Fighter wouldn't worry for Opportunity Attacks from the ring leader while trying to stop the goons from dragging his Cleric away. Eventually, the Baddy cast Command of his own to put the Rogue on the floor groveling. So, after the goons were outside with the cleric, the Rogue used her shortsword to break the window and send the fragments flying at the goon (Attack Action on the Window. Her attack was high enough to deal enough damage to shatter the window and cause the glass to go flying - I could have used a Dexterity save to let the goon avoid it, but being generous I simply allowed the improvised damage of 1d4 be her damage for the action), then she used her bonus attack from her off-hand shortsword to hit him in his head. It was amazing. The fighter then used the height of the tables near the windows to run and jump through the now shattered window and land on a patio table outside, with a Strength (Athletics) to pull off the landing ("midair stunt") and draw his sword to cut the goon down. The Cleric then turned upon the Baddy and cast Inflict Wounds as she stepped in, cursing him. "I won't be your sacrifice." To which he answered her: "Dark One... take me."

 

Oh it was a glorious fight. Glorious. Even made use of Shield as a good Wizard should.

 

 

(Reply to #8)

ittyan

ivstin wrote:
#10

ivstin

Jul 22, 2014 0:25:55

Thank you, and you're welcome! :D

#11

strider13x

Jul 22, 2014 4:42:33

so far in the starter set I have only granted Advantage once during combat. The Wizard positioned himself behind the Bugbear who was engaged with the two Fighters. The Wizard didn't get Adv on the action he moved but on the next action he didn't move so I gave it to him for flanking (plus the Bugbear outright killed the folk hero on one hit! it was gloating when it was struck by a Ray of Frost square in the back)

#12

ivstin

Jul 23, 2014 21:06:32

Another Random Story...

 

So, last night we finished up the Ruins of Karaz in the adventure I'm working on. There was a tower, similar to the tower in the Lost Mines of Phandelver, but instead of a dragon in it, there was an aberrant owlbear (tentacled arms, horrific visage, etc.) The creature would grapple allies and take them to the top of the ledge to drop them if they got too squirmy. So, eventually it drops everything and jumps down to the wizard on the ground level who's been blasting it. Upon the beast landing, the wizard unleashes an unsuccessful thunderwave, but it gets better. My fighter, who is hanging on to the ledge above after a dexterity save, describes this:

 

Garr wrote:
(Reply to #12)

Akeisha

ivstin wrote: