One of 5th Edition's most elegant design choices is the Advantage/Disadvantage system. Instead of tracking floating modifiers like "+2 for flanking, -4 for cover, +1 for high ground" (common in 3.5e and Pathfinder), you simply roll two d20s and take the highest (or lowest).
It feels intuitive and keeps the game moving, but the actual mathematics behind it are often misunderstood. Unlike a flat +X bonus, the value of Advantage is dynamic—it changes based on how difficult the task is. Knowing this probability curve can help you make better tactical decisions.
The "Plus Five" Myth
A common rule of thumb is that Advantage is worth a +5 bonus. This is derived from the passive check rules (Passive Perception increases by +5 with advantage).
However, mathematically, the value changes depending on the target number (DC or AC) you are trying to hit. Advantage is most valuable when you need a "middle of the road" roll.
| Target Roll Needed | Win Chance (Normal) | Win Chance (Advantage) | Effective Bonus |
|---|---|---|---|
| 20 (Natural 20) | 5% | 9.75% | ~ +1 |
| 15 | 30% | 51% | ~ +4 |
| 11 | 50% | 75% | +5 |
| 8 | 65% | 87.75% | ~ +4.5 |
| 2 | 95% | 99.75% | ~ +1 |
Great Weapon Master & Sharpshooter
These feats allow you to take a -5 penalty to hit for +10 damage. This is a massive damage boost, but the accuracy penalty is steep. When does the math say you should use it?
The math suggests you should toggle "Power Attack" on when:
ICE5e's attack calculator handles the to-hit math for you, but deciding when to toggle that GWM switch is a tactical skill.
The "Elven Accuracy" Curve
The Elven Accuracy feat allows you to reroll one of the dice when you have Advantage on Dex, Int, Wis, or Cha attacks. This is often called "Triple Advantage."
While normal Advantage increases your average roll to 13.82, Elven Accuracy pushes it to 15.49. More importantly, it drastically increases your Critical Hit chance:
- Normal: 5%
- Advantage: 9.75%
- Elven Accuracy: 14.26%
Disadvantage is Deadly
We often focus on getting Advantage, but we underestimate Disadvantage. Mathematically, Disadvantage is devastating against high DCs.
- If you need a 15 to hit, your chance drops from 30% to 9%.
- If you need a 18, your chance drops from 15% to 2.25%.
The "Lucky" Feat Weirdness
The Lucky feat lets you roll an extra d20.
- Normal Roll: You turn a single roll into "Super Advantage" (pick best of 2).
- With Disadvantage: This is where it gets weird. By RAW (Rules as Written), Lucky lets you roll a 3rd die and pick any of the 3.
This turns Disadvantage into "Super Advantage." (Note: Many DMs house-rule this to simply cancel out Disadvantage, so check with your table!).
Summary
- Advantage gives roughly a +3.325 increase to your average roll (from 10.5 to 13.825).
- It significantly reduces the chance of a Critical Miss (from 5% to 0.25%).
- It effectively cancels out the penalty of Great Weapon Master / Sharpshooter.