Good question! Taking a look at the rules : When you have advantage on an action, roll an extra number of attribute
dice equal to your advantage level. Then, when adding your dice
together, ignore the lowest X attribute dice , in which X is your advantage level. Example of Advantage with Exploding Dice Imagine
you have attribute score 4 and are rolling with advantage 2, you would
roll 1d20 + 3d8 and keep the single highest of the d8s before rolling
any exploding dice. Imagine your d20 rolls a 10 and your d8s land on 8,
8, and 3. You would then keep one of the 8s and discard the other two
dice. Because the 8 rolled max, you may roll it again and add the result
to your total. Imagine that lands on a 5. Your total score is 23 (10 + 8
+ 5). So, the above example roll might look something like this in Roll20: /r 1d20 + [[ 1 [Attribute Dice] + ?{Advantage|2} ]]d6!!dl?{Advantage} Since we're using Compounding Dice (!!) instead of Exploding Dice (!): as you know, both an exploded die plus all of its additional rolls are summed together and treated as a single die by the dice engine. As such, a compounded attribute die can only be counted among the lowest if a number of other dice also exploded . (The total number of exploding dice in this case must be greater than or equal to the number of non-advantage attribute dice plus one. This is shown in the above example.) I can't imagine that this edge case would come up very frequently during gameplay, but when it does, it would indeed drop the lowest compounded die/dice. Consequently, the power of exploding dice is very slightly emphasized. This is not exactly how the game intends for rolls to be handled, but, in my opinion, making exploding dice very slightly more potent will not damage anything mathematically or thematically. All said, an API Script could be written that (for example), when given this edge case, drop a random compounded die/dice instead of the lowest one(s).