I’m curious what you guy think about using the Advantage/Disadvantage mechanic from D&D5e in DW. I’m considering trying it in my game, if my players are open to it. Basically, instead of giving a bonus or penalty they would instead tool twice and take the better result (for Advantage) or the worse result (for Disadvantage). Is that too powerful? The dice add nearly as much influence to the game as they do in D&D, the d20 is a huge variable, and 2d6 isn’t far behind it.
I’m curious what you guy think about using the Advantage/Disadvantage mechanic from D&D5e in DW.
I’m curious what you guy think about using the Advantage/Disadvantage mechanic from D&D5e in DW.
I’m horrible at statistics so not sure if that’s too powerful or if using 3d6 (and keeping the best/worst two) as I saw someone else suggest is better/worse
I’m horrible at statistics so not sure if that’s too powerful or if using 3d6 (and keeping the best/worst two) as I saw someone else suggest is better/worse
Would you use this instead of “take +1 forward” and things like that, or for times when narrative advantage/disadvantage makes sense in the fiction?
I’m not sure that DW needs it, but I doubt it would hurt much.
Would you use this instead of “take +1 forward” and things like that, or for times when narrative advantage/disadvantage makes sense in the fiction?
I’m not sure that DW needs it, but I doubt it would hurt much.
Paul Sheppard that was first proposed by Rob Donoghue I think.
Paul Sheppard that was first proposed by Rob Donoghue I think.
It seems completely unneccesary to me. The advantage die works in d20 because of the swingy nature of a flat-distribution d20 roll. With the bell curve of DW the +1 is more effective and simpler.
It seems completely unneccesary to me. The advantage die works in d20 because of the swingy nature of a flat-distribution d20 roll. With the bell curve of DW the +1 is more effective and simpler.
2d6+1: 3-13:8
B3d6: 2-12:8.46
2d6+1: 3-13:8
B3d6: 2-12:8.46
I love the idea of advantage/disadvantage in AW, I incorporated it into the Veil and Spirit of 77 also does it, 3d6 is what we use, though. If the playbook is all about a certain thing, I think it’s ok for them to have advantage – from time to time.
I love the idea of advantage/disadvantage in AW, I incorporated it into the Veil and Spirit of 77 also does it, 3d6 is what we use, though. If the playbook is all about a certain thing, I think it’s ok for them to have advantage – from time to time.
I agree with Ray Otus. I don’t think it would serve any purpose.
I agree with Ray Otus. I don’t think it would serve any purpose.
I third the unnessecary.
The modifiers in dungeon world are already so simple and limited, that the math is extremely simple.
D&D was having issues with far too many modifiers and bonuses that something had to change. 5e adopted the “Roll twice, take the best/worst” as a way to remedy this.
There isn’t a problem with using the best/worst approach (if you are willing to make tweaks everywhere else where necessary), but is it really needed?
What is your reasoning to make this change in at your table?
I third the unnessecary.
The modifiers in dungeon world are already so simple and limited, that the math is extremely simple.
D&D was having issues with far too many modifiers and bonuses that something had to change. 5e adopted the “Roll twice, take the best/worst” as a way to remedy this.
There isn’t a problem with using the best/worst approach (if you are willing to make tweaks everywhere else where necessary), but is it really needed?
What is your reasoning to make this change in at your table?
I think best/worse works better for damage in DW. I loved when D&D added the advantage/disadvantage mechanic, but it was short lived since I found DW a week later and haven’t looked back since. 🙂
I think best/worse works better for damage in DW. I loved when D&D added the advantage/disadvantage mechanic, but it was short lived since I found DW a week later and haven’t looked back since. 🙂
As a side note, you mention how 2d6 isn’t far behind a d20 in its variability. I’d beg to differ. Due to the nature of dice statistics and the “Bell Curve”, 2d6 is far less “swingy” as Ray Otus​ put it.
As a side note, you mention how 2d6 isn’t far behind a d20 in its variability. I’d beg to differ. Due to the nature of dice statistics and the “Bell Curve”, 2d6 is far less “swingy” as Ray Otus​ put it.
I got to play one session of Fellowship, which uses the 3d6 and keep the best/worst two method. It gives out advantage/disadvantage liberally enough that the 7-9 results felt like they were sort of missing.
I’d much prefer the World of Dungeons approach, where advantage means that the worst you can get is the 7-9 result, and disadvantage means 7-9 is the best you can get. Basically, I have a bias in favor of the 7-9 result.
I got to play one session of Fellowship, which uses the 3d6 and keep the best/worst two method. It gives out advantage/disadvantage liberally enough that the 7-9 results felt like they were sort of missing.
I’d much prefer the World of Dungeons approach, where advantage means that the worst you can get is the 7-9 result, and disadvantage means 7-9 is the best you can get. Basically, I have a bias in favor of the 7-9 result.
Jim Morrison what else did you think of Fellowship? I’ve been eyeing it..
Jim Morrison what else did you think of Fellowship? I’ve been eyeing it..
Jim Morrison Oh, that’s an interesting take on the Advantage/Disadvantage thing.
Jim Morrison Oh, that’s an interesting take on the Advantage/Disadvantage thing.
Robert Doe There wasn’t a reasoning per-se, I just like the”feel” of the mechanic from the D&D games I’ve watched and wondered if it would fit into DW mechanically.
Robert Doe There wasn’t a reasoning per-se, I just like the”feel” of the mechanic from the D&D games I’ve watched and wondered if it would fit into DW mechanically.
Fraser Simons Fellowship has a lot of really interesting ideas in it. I haven’t played enough to know how well they stand up over time, but the first session was fun.
Fraser Simons Fellowship has a lot of really interesting ideas in it. I haven’t played enough to know how well they stand up over time, but the first session was fun.
I suspect the reason it feels good in D&D is because it adds a bit of narration to a die roll that otherwise arbitrates simple success or failure, and that narration has a mechanical benefit or drawback. But in Dungeon World, narration already has a place of importance, and that place of importance is reflected by the moves that get triggered by it. To the extent you feel some sort of mechanical advantage over and above what the player has managed to narrate (to say nothing of the fictional advantages they might get from tags), a +1Â forward or ongoing to the roll is sufficient (and quite powerful). To the extent the character is at a disadvantage, that should be handled by the GM in the fiction. You make the hard moves harder or, if the character is really pushing it in terms of what they’re trying to get away with, you just take a Golden Opportunity, deny the roll, and then hurt them bad.
I suspect the reason it feels good in D&D is because it adds a bit of narration to a die roll that otherwise arbitrates simple success or failure, and that narration has a mechanical benefit or drawback. But in Dungeon World, narration already has a place of importance, and that place of importance is reflected by the moves that get triggered by it. To the extent you feel some sort of mechanical advantage over and above what the player has managed to narrate (to say nothing of the fictional advantages they might get from tags), a +1Â forward or ongoing to the roll is sufficient (and quite powerful). To the extent the character is at a disadvantage, that should be handled by the GM in the fiction. You make the hard moves harder or, if the character is really pushing it in terms of what they’re trying to get away with, you just take a Golden Opportunity, deny the roll, and then hurt them bad.
I agree that only some systems should make use of the advantage/disadvantage mechanics, when it fits the tone and feel of the game. I only use it on a very specific kind of harm, when a player suffers humanity harm. You guys all know far more than me about what fits well for DW, though.
I agree that only some systems should make use of the advantage/disadvantage mechanics, when it fits the tone and feel of the game. I only use it on a very specific kind of harm, when a player suffers humanity harm. You guys all know far more than me about what fits well for DW, though.