When should you give the characters a bonus to their attack? This would be Enhanced in ITO or a Bonus Die in EB.
Sometimes this can feel arbitrary, and it's just a game of "can I convince the GM". There's an element of that, but when I GM I try to look for one of three ways that the character is earning the bonus. In short, I look for something in return.
A Note on Freebies: Sometimes a bonus just happens
from a situational advantage if it makes sense. You're fighting cog robots that
are winding down, and their description says attackers get a bonus against them
once they start to flag. Orcs are vulnerable fighting under sunlight. The
examples for this post are more for situations where a player might say
"do I get a bonus because..."
What's Earning Your Bonus?
INFO: You've learned something that would help here.
This how I might handle weak spots. Not glowing bullseyes, but a reward for
going out and talking to hunters and those who have fought the creature before.
That stone mammoth has STR 19, Armour 3, so getting a +d10 to every
attack because you learn of its hatred of fire is practically necessary.
PREP: A good action now to reward good action later.
The classic is "setting up" an ally for their attack. You could formalise
this as a standard move, but I like keeping these things a little more open. In
essence, if a player can point back to a previous action that specifically set
up the current attack I'm happy to give them a bonus for it.
RISK: Really there are a few ways this can go.
The classic is "roll a save, if you pass then you attack with bonus if you
fail then your attack whiffs and maybe you take damage" but there's a lot
of fine tuning that can be done in there. I don't really like whiffs, so I'd
probably just have the attack go through as normal, with either immediate
damage to the character or, better yet, a bonus being granted to their target on
their counter-attack. There are even cases where you might not call for a Save,
and just allow a bonus in return for taking a hit yourself. Fight recklessly
and both of you will get +d8 to attacking each other. If they join in
the recklessness maybe it goes up to +d10! Here the Risk element is
still present, even without a Save.
How Much of a Bonus?
Now this is where it gets tricky. If it's something that
can't be easily repeated I lean towards generosity, giving a +d12 bonus,
otherwise I tend to go to +d8 if it's something that can be brought out again
and again. Naturally that gives us +d10 to use as a middle ground if you're
uncertain.
+d6 does work if you just want to throw them a bone, but I
feel like I'd rather just grant the full +d8 or advise them to find a better
approach. +d6 is better suited to passive ongoing bonuses instead.
Sometimes removing a level of granularity like this lets the
spotlight shine more brightly on player choice and agency.
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