I did play with advantage/disadvantage in addition to +3/-3. Some events just called for something being really difficult or very easy.
I don’t think it’s needed, but no one seemed to complain, and it added a level of getting the upper hand or being totally screwed to some situations…but there was always luck.
So +3/-3 first level…+3/-3 with Advantage/Disadvantage second level.
From a mechanics perspective +3/-3 gives a 30% swing to chances. Each number in a D20 is 5% on a single roll.
Advantage/disadvantage has a variable swing depending on Target Number.
With advantage you have a 51% chance of rolling 15+ with advantage 30% with a normal roll and 9% with disadvantage.
Using a more normal TN of 12+.
Advantage = 70%
Normal = 45%
Disadvantage = 20%
+3 requires a 9 = 60%
Normal = 45%
-3 requires a 15 = 30%
Add them together…
+3 with advantage needing a 9 = 84%
Normal needing a 12 = 45%
-3 with disadvantage needing a 15 = 8%
So…it’s really not needed, but can give players a reason to work for advantage, or the +3
Based on my understanding (I’m probably wrong) of where ICRPG is probably going…it would be use a turn to get an auto hit next round, +3, normal, -3, use 2 turns to roll -3). With the probable elimination of “use 2 turns to roll -3” cause Hankerin likes Heroic actions and player agency, and using an extra turn for a bad chance is not heroic or giving players chances.
All that said, ICRPG is your game to play with your Table!!! Play it in the most fun way you can imagine how.
Personally I’d explore effort manipulation…players roll advantage but halve effort, or disadvantage to double effort, adding player choice to any roll and keeps the GM from thinking too hard on statuses.