Optimizers around 5e #DnD say that a +1 is about a ~5% increase in success, but that assumes that the range of results is 1-20.
As we know the range of results in the game actually stretches from about 1-40 and the range of difficulties is 5 to 35. Neither of those would be a range of 1 to 20.
So all the arguments about optimization are about a ~2-3% gain.
Would you be interested in reading my advice on running a D&D game for kids?
I’ve been running kids D&D weekly for almost two years now and when I started I searched around for advice and found it was either about removing combat entirely or pure unstructured murder.
We go for a middle ground of creative storytelling and light murder.
Knowledge of the rules helps, of course, there are some specific things you have to take into account when working with kids that aren’t mentioned much #DnD
RPG tip from the archive: Interesting scenes have a lot going on in them. Goblins stealing canoes and blowing a horn to call a t-rex right after the characters left a dungeon.
"#DnD combat quantifies the bodily integrity of all its participants through “hit points,” with the roleplaying conversation unable to proceed beyond combat itself until the enemies’ hit points are reduced to zero"
@PenPaperDice bin hin und her gerissen. Ich mag die taktischen Kämpfe in #DnD, aber sie sind oft gedankenlos designt und langweilig ("HP Säcke runterkloppen"). Ich will nicht keine Kämpfe, ich will bessere. Die Idee/der Anspruch "wow, dieser Kampf ist so gut, es lohnt sich das Rollenspiel dafür zu unterbrechen" wäre mein Ideal