Rules

Enchanted Realms Rulebook

 
 Game Starter 
  
 

Advantage

Circumstances outside one’s control.

There are skills, magical effects and environmental circumstances which gives a character or monster an advantage on an action. Likewise, the converse can occur where one is at disadvantage. When this happens for skill actions, unless stated otherwise, a being with advantage is granted an extra die for the roll. The default for disadvantage removes a die. Should the applicable dice fall to zero because of disadvantage, then two dice are rolled using the worse score of the two. When die pools are involved, the extra die goes to each die pool.

However, in cases of physical combat, melee or range attacks, then there is another bonus or penalty. If at advantage when successfully striking an opponent, then an additional advantage crit is added, which means an additional 1 to 3 points of damage. This bonus or penalty of damage applies only to the primary attack. This crit is “non-exploding” so it cannot generate another crit. When at disadvantage, a “negative crit” applies, meaning 1 to 3 points are removed from the damage. If zero or a negative number occurs, then the attack acts as a miss, not allowing any other special powers or properties to transfer to the victim, such as infusion of ice. These special crits can only apply if one of the attack dice from one of the die pools successfully hit the target. Finally, on the damage component, it is applied by target, not by strike, meaning if multiple targets can be attacked at advantage, then those separate targets could each be inflicted with bonus damage. These details will become more clear in The Attack section of Combat Mechanics.

For other scenarios, where damage is not a component and an extra die for advantage has no meaning, such as on a save, then two d20s are rolled, taking the better of the two scores. Two dice are also used for disadvantage, again using the worst of the two scores. Of course, remember competition saves use d12s rather than d20s.

Advantages and disadvantages do not stack. If a creature has gained two advantages from multiple effects, that creature is still only “at advantage” and rolls one extra die, not an extra for each condition. The same is true for multiple disadvantages. However, if the circumstances and effects are such that a creature gains both advantage and disadvantage, then neither apply and the normal amount of dice are rolled. This is true even if multiple disadvantages apply while only one advantage occurs – and vice versa.

When having advantage or disadvantage along with another circumstance, such as a nhoblit’s chance skill, which allows a re-roll, then only one-die may be re-rolled. If both dice could be re-rolled, the player chooses one. As an example, if the nhoblit has advantage and rolls a 12 and a 1, then chance skill would allow the 1 to be re-rolled, but the new roll would be used even if it is lower than 12.

Action Adjustment
CombatAdvantageextra d20 and +d3 damage
 Disadvantagelose d20 and -d3 damage
Save or CheckAdvantageuse two d20s, taking better score
 Disadvantageuse two d20s, taking lower score
CompetitionAdvantageuse two d12s, taking better scor
 Disadvantageuse two d12s, taking lower score