[RPG] a decent dice rolling strategy for partial/half advantage

anydicedicednd-5ehouse-rules

I understand that 5e is all about advantage and cancelling, etc. I understand advantage well, and the statistics. I was hoping there would be a commonly known dice rolling strategy with similar statistical distribution as regular advantage, just less so. Something perfectly between a regular 1d20 roll and an advantage roll (2d20 take highest) https://anydice.com/program/24913.

What dice rolling strategies do you know of that can create something halfway between a regular d20 roll and an advantage roll (especially when it comes to criticals)?

Extra dice are fine (up to 6 I won't even blink at), having to use maths is fine (let's limit it to 6 operations, and nothing that needs a calculator).

I'd like something that isn't curved like 2@4d20 (roll 4d20 and take second highest) or 3d6 etc. Though I'm always up to learn about experiences playing with any other rolling strategies. (To illustrate: https://anydice.com/program/24917)

What I'm hoping it does is halve the difference in the crit probabilities (something more like 2.5% for 1 and 7.5% for 20, and then generally bias towards larger numbers. Anything that can do that I think will be potentially usable as something between advantage and regular roll. But that perfect linear result would make it useful in more applications than just DC rolls (roll higher than X). For instance, loot table rolling can be more interesting (obviously the table would have to designed for it).

I've spent tens of hours searching and read all the discussions I could find, and haven't yet come across anything compelling. My assumption is that I'm missing something obvious. I've also spent some time tinkering in anydice hoping to stumble on an option, to no avail. The closest I got before posting is this abomination: https://anydice.com/program/2491d

Dislaimer
I understand that this is strictly core changing house-rules/homebrewing, maybe highly discouraged, and that many will scoff… so let me clarify that I'm not looking for answers that direct me to better understand 5e RAW. I'm aware of how Lucky interacts with the dice as well as Elven Accuracy, etc. I am not yet worried about edge cases, I'm just looking for options. I know what I am asking, and am wondering if anyone has found something like I'm describing.

Best Answer

The most straightforward way to add "half Advantage" is to only make it work half of the time. You can do this by using different colored D20s and throw in another d6 to decide whether you're allowed to choose or not.

For example, a red D20, a green D20, and a green d6. If you roll 4-6 on the d6 you pick the highest die, if you roll 1-3 on the d6 you are stuck with whatever the red D20 rolled. Same for Disadvantage except you pick the lowest die on a 4-6 on the d6. (Or on a 1-3, if you think that's more thematic, as long as you make it clear as a group how it'll work)

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