can you explain for those of us ONLY seeing that side...how does it work?Closer… yet still off.
can you explain for those of us ONLY seeing that side...how does it work?Closer… yet still off.
Closer… yet still off.
can you explain for those of us ONLY seeing that side...how does it work?
Is not the same as this:"Injecting cinematic advantage into your game is all about offering deals; trading in-world fiction and a skill check from players for advantage on their next attack."
"The player rolls the check as part of their move or action. On a success, they get advantage on their next attack. On a failure something bad happens depending on what they tried, often falling prone."
There are a lot of other options, disadvantage on the attack, falling prone, being embarrassed...anything really. Whatever makes sense in the fiction at the time.And if you fail your cinematic advantage roll your attack doesn't succeed?
You're in a fight in a bar. You want to swing from a chandelier. You make an athletics or acrobatics check as part of your move to represent you swinging from the chandelier. If you succeed on that check, you gain advantage on the attack; if you fail on that check, something bad happens to you, like having disadvantage on the attack, falling prone, spilling a table of drinks on a local VIP, etc. Whatever makes sense in the moment. Only instead of it being limited to just swinging from chandeliers, it can apply to just about anything.can you explain for those of us ONLY seeing that side...how does it work?
Same as any ability check. Set a DC and have a meaningful consequence for failure.can you explain for those of us ONLY seeing that side...how does it work?
And it doesn't take an action so it's not like casting True Strike.You're in a fight in a bar. You want to swing from a chandelier. You make an athletics or acrobatics check as part of your move to represent you swinging from the chandelier. If you succeed on that check, you gain advantage on the attack; if you fail on that check, something bad happens to you, like having disadvantage on the attack, falling prone, spilling a table of drinks on a local VIP, etc. Whatever makes sense in the moment. Only instead of it being limited to just swinging from chandeliers, it can apply to just about anything.
What I've started doing in my group, because it's fun, is allowing special attacks to negate a opportunity attack. ie, when you want to move out of being flanked, you can use an attack to shove, or distract the target, and simply gain the ability to move away from them without OA. Rogues can do this as a bonus action.Another point: Flanking can also be represented in 5e with the Help action in combat. Again, you don't have to fiddle with exact positioning on opposite sides of a target, so it is easier to do, but it does take the helper's action to grant advantage to the helped ally.
Edited to add: This thread has a lot of discussion of flanking, and includes some interesting alternative house rule ideas: D&D 5E - Flanking
Yes, cartoonish you often end up with a line enemy-PC-enemy-PC-Enemy-PC then the next enemy to join move behind the PC on the back to get advantage. Eventually you hit a wall or shrub or something and that is what stops the practice.How so? People circle eachother and maneuver to try to get an advantage in a melee.
Mathematically It is a huge nerf. Disadvantage with a high AC will reduce the chance to hit by up to 95% over a straight roll. Blur or invisibility with a target 20 to hit takes the chance to hit from 5% to 0.25% or one hit in every 400 rolls. Give out advantage to flatten it and it is back to 5%. You will literally get hit 20 times as often. That is a far bigger impact than going from normal to advantage in the same situation where you will only get hit about twice as often.No, it doesn’t. With Blur and invisibility it’s still worthwhile to turn advantage or disadvantage to a flat roll using flanking. Barbarians get to get advantage while tanking something solo, which others can’t usually do. That’s still the case if others can flank for advantage. Dodge is an infrequent choice for a reason, but it shouldn’t be any less frequently used. IME, Monks use Patient Defense more when flanking is possible and they’re outnumbered.
Oof. That’s a mix of DMs not playing the monsters tactically to encourage tactical PC behavior, and just player mindset. It certainly doesn’t apply to my group, or other groups I know that use the rule.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.