Accumulative Advantage and Disadvantage (5e Variant Rule)
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Accumulative Advantage and Disadvantage[edit]
I like the system of advantage and disadvantage in 5th edition Dungeons and Dragons. It allows for a strong or weak position to grant a boon or bane to success rolls that isn't dependent on raw numbers, and therefore its implementation means that rolls don't get thrown off the RNG by absurdly strong or weak bonuses. The one thing that bugs me is that all it takes is one application of advantage or disadvantage to completely negate the other, no matter how much of it there is. Also, multiple instances of advantage or disadvantage don't improve or hinder odds of success any more than a single instance, meaning that overwhelmingly strong or weak positions don't influence success as much as they realistically should. This variant attempts to fix the shortcomings of the advantage/disadvantage system without returning to the ridiculous bonuses and penalties of 3.5e.
Canceling Advantage and Disadvantage[edit]
Cases of advantage and disadvantage now cancel each other out on a one-to-one basis. If you have more instances of advantage than disadvantage, you still have advantage overall, and still enjoy the benefit. The inverse is also true; if you have more instances of disadvantage than advantage, you still have disadvantage overall, and still suffer the hindrance.
Stronger Advantage/Disadvantage[edit]
If, after advantage and disadvantage are finished canceling, you have three or more instances of advantage or disadvantage, you roll an additional die for every three instances of advantage or disadvantage. You still only take the single highest or lowest result, depending on whether you had advantage or disadvantage.
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