I was reading the Genesys rules and like the Advantage/Threat stuff. I've added some Advantage/Disadvantage(Threat) rules to the HeroQuest rules. I haven't tried them out yet.
I need to test it and develop what works or not. For instance I think the Advantage and Disadvantage dice cancel each other out. So if you rolled 2 Adv dice and 1 Disadv die you would end up with a total of 1 Advantage.
Also, if you have more than one type of Adv/Disadv they just become one larger Advantage or Disadvantage. Or I will see if it makes sense to use them separately.
I don't use the Genesys dice, but was inspired by them:
Rolled after finding out the Contest Result. (Marginal/Minor/Major/Complete)
Only player characters roll Narrative Dice.
Use 4 x d2(red) and 4 x d1(white) Ubiquity dice. You can get away with 3 of each since the largest pool would have a max of 3 of one or the other.
Red d2s are designated for Advantages and the white d1s are for Disadvantages.
Look for 1 or 2 on red d2s for +1 Advantage. (75% chance for an Advantage per die)
Look for 1 on white d1s for +1 Disadvantage. (50% chance for a Disadvantage per die)
Use 8 x d6 of two different colors. You can get away with 3 of each since the largest pool would have a max of 3 of one or the other.
One color is designated as Advantages dice and the other color is designated for Disadvantage dice.
Look for 3, 4, 5, or 6 on Advantage dice for +1 Advantage. (75% chance for an Advantage per die)
Look for 4, 5, or 6 on Disadvantage dice for +1 Disadvantage. (66.6% chance for a Disadvantage per die)
An Advantage indicates an opportunity for a positive consequence or side effect, regardless of whether your character fails or succeeds at the task they attempt. Examples of these positive side effects include your character remaining unnoticed when hacking a computer network, finding unexpected cover during a firefight, or recovering from strain during a stressful situation.
It’s possible for a task to fail while generating a number of Advantages, allowing something good to come out of the failure. Likewise, Advantages can occur alongside success, allowing for significantly positive outcomes. Remember, Advantages do not have a direct impact on success or failure; they only affect the potential side effects of the roll.
A Disadvantage is fuel for negative consequences or side effects, regardless of whether your check succeeds or fails. Examples of these negative side effects include your character taking far longer than expected to pick a lock on a door, or dropping their weapon as they sprint for cover.
It’s possible for a task to succeed while generating a number of Disadvantages, which can cause some minor or serious complications! Likewise, Disadvantages can occur alongside failure, which can worsen an already bad situation with some unforeseen headaches. You should remember, however, that Disadvantages don’t directly impact success or failure, only their magnitudes or potential side effects.
Your GM/Narrator generally resolves Disadvantage effects (although when a non-player character generates some Disadvantages, you and your fellow players can and should suggest to your GM/Narrator some creative ways to spend the Disadvantages!) Disadvantages may trigger a wide variety of possible effects. These could include your character being knocked flat on their back, losing the advantage of cover, taking more time than anticipated to complete a task, or giving an enemy an new opportunity.
HQ Results Interpretation
Result | Narrative Dice To Roll*
Complete Defeat | D-D-D (3D)
Major Defeat | D-D-D-A (3D+1A)
Minor Defeat | D-D-A (2D+1A)
Marginal Defeat | D-A (1D+1A)
Marginal Victory | A-D (1A+1D)
Minor Victory | A-A-D (2A+1D)
Major Victory | A-A-A-D (3A+1D)
Complete Victory | A-A-A (3A)
*D = Disadvantage Die. A = Advantage Die.
Ubiquity Dice Distribution
| Ubiquity Die | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
| Disadvantage d1(white) | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 1 |
| Advantage d2(red) | 0 | 0 | 1 | 1 | 1 | 1 | 2* | 2*|
*Equal to 1 Advantage