CleverNickName
Limit Break Dancing
At our last one-shot gaming session, my gaming group decided to try out the optional rules in the DMG for flanking. You know, where you get Advantage on attacks if you are flanking your target? Yeah. Turns out, those rules were significantly overpowered for our table.
The math seems to agree. According to the ten thousand iterations I just ran and averaged together in Excel, getting Advantage on a d20 roll is roughly equivalent to getting a +6.6 bonus. That's over twice the bonus of a legendary magical weapon, for simply standing in the right spot on the board. (EDIT: My math is wrong; it's roughly equivalent to a +3.3 bonus. See the agonizing threads below.)
Don't get me wrong, I think flanking should definitely give you an edge in melee. But my gut tells me that Advantage is just too good, and the math supports that gut feeling. If you agree, what are some of the fixes you've used in the past?
(I know and understand that some people don't mind the Advantage-for-Flanking rules in the DMG, and I don't want to ruin anyone's fun. To each their own. I'm just looking for ideas.)
The math seems to agree. According to the ten thousand iterations I just ran and averaged together in Excel, getting Advantage on a d20 roll is roughly equivalent to getting a +6.6 bonus. That's over twice the bonus of a legendary magical weapon, for simply standing in the right spot on the board. (EDIT: My math is wrong; it's roughly equivalent to a +3.3 bonus. See the agonizing threads below.)
Don't get me wrong, I think flanking should definitely give you an edge in melee. But my gut tells me that Advantage is just too good, and the math supports that gut feeling. If you agree, what are some of the fixes you've used in the past?
(I know and understand that some people don't mind the Advantage-for-Flanking rules in the DMG, and I don't want to ruin anyone's fun. To each their own. I'm just looking for ideas.)
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