I worked on some tables and graphs to represent the dungoen world probabilities.
Take a look at the second sheet, it represents the probabilities for the rule variant of advantage and disadvantage.
It’s taken from ‘The Walking Mind’ (http://walkingmind.evilhat.com/)
who wanted to transplant this idea from D&D5e to DungeonWorld
as he describes it :
“What we did do is replace +1/–1 forward with a variant on the Advantage/Disadvantage rule from 5e. +1 forward became an advantage, and with advantage, the player rolled 3 dice rather than 2, and counted the two higher ones. –1 forward became a disadvantage, where the player rolls 3 dice and keeps the two lowest.
So, for example, when Sanguinus charged, it gave Dogan a +1 forward on his subsequent Hack and Slash roll (because of a Paladin ability). Normally that would mean he’d roll 2d6 + 4 (he has an 18 Strength), but in this case he rolled 3d6 and got a 2, 4 and 5. Taking the best 2 (4 and 5) he rolled a 9, plus 3 for a 12, a most palpable hit.
For the curious, the math is that an advantage or disadvantage equates to approximately +/- 1.5, so it’s a little more robust, but still in bounds. Importantly, it still keeps the result within the curve, so you get some interesting results. If you haven’t used bonus or penalty dice before this may seem weird, but for us, the experience felt really smooth. More, it made the +/–1’s simply feel a little more engaging. I’d be hard pressed to say exactly why (perhaps just the tactile component, perhaps the die making the bonus or penalty feel a little more concrete). Also, “advantage” is just nicer language than “+1 forward).We’ll absolutely be using it in the future.”
I’m planning on using it in my next session for the same reasons he just described.
What do you guys think ?