HereBeDragons wrote:
Fnord wrote:
^You're confusing Role-playing with "Roll"-playing. Creativity does not depend on dice rolls, but on a player's imagination.
I can take any character with average stats and have more fun with it than
any munchkin can with his or her min-max character (psionic cyborg alien mutant ninjas, anyone?
![Rolling Eyes :roll:](./images/smilies/icon_rolleyes.gif)
). While the other players are delving through their rule books for the exact rule that will allow their characters to dominate the game, my characters would step up and do something 'stupid' that would set the action going in unexpected directions. The DMs loved me for it, and usually tossed a few extra XPs to my PC just for creativity alone.
My group has a guy who loves to do that. He plays an insane atheist cleric with one arm. I'm not kidding!
Humor me, what is this advantage/disadvantage that everyone speaks of? I live in the middle of nowhere and know nothing of 5th edition as a result.
A DM can determine that certain moves put a player or npc at Advantage or Disadvantage--or certain class moves etc. may dictate advantage or disadvantage. The Rogue move "sneak attack" for example, gives the rogue a chance to do massive additional damage in certain circumstances--but the attack is always at disadvantage.
The basic idea is that you roll twice. If you have advantage, you take the higher of the two rolls.
If you have disadvantage, you take the lower of the the two rolls.
That's it: two chances to succeed with advantage, two chances to fail with disadvantage.
All other modifiers stay the same.