D&D (2024) Flanking no more in D&D 2024?

Well that's the first rules element that I really don't like. In 5E it was an optional mechanic in the first place. Bad call as if you were using it before. I'd say it encourages tactical play, which is something a fair number of people want. I really have no idea why you wouldn't want to keep it as an option. Obviously, it's just my opinion, and I expect a lot of people to trumpet it's not being there as the best thing ever, but ... bad design.
 

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I am very much disappointed. Not only did we use it, but I think this may for-bode that other optional rules I use, such as alternate healing rules in order to evoke a more gritty and dangerous setting are also no longer part of the Dungeon Master's Guide. I can, of course, continue to use them (and will), but I enjoyed the range of options that the 2014 book presented in order to allow for different flavors of play.
 

I am very much disappointed. Not only did we use it, but I think this may for-bode that other optional rules I use, such as alternate healing rules in order to evoke a more gritty and dangerous setting are also no longer part of the Dungeon Master's Guide. I can, of course, continue to use them (and will), but I enjoyed the range of options that the 2014 book presented in order to allow for different flavors of play.
I have not heard anyone mention the variant rules thus far, but in fairness the previews so far are either msrketing-y or from content creators who were not super familiar with the contents of the old DMG, apparently...
 


I like flanking because it gives my players incentive to actually move their goshdarned PCs around instead of all bunching up in doorways. It does make advantage rather cheap, but I prefer that to running doorway fights, which make me want to tear my hair.

Also, I can (and frequently do) have the monsters flank as well, which puts some pressure on PCs to take down one of the flankers.
 

I mean on the one hand, RIP tactical play.

On the other hand, everyone that needs advantage can just declare it and leveraging more than one advantageous situation means nothing mechanically anyway, so... not reason to have marrow in the bone when all the meat's been stripped away to start.
 

I like flanking because it gives my players incentive to actually move their goshdarned PCs around instead of all bunching up in doorways. It does make advantage rather cheap, but I prefer that to running doorway fights, which make me want to tear my hair.
Suggestion?

Monster hit points are a resource, accept player aops and spend them, move the monsters. Especially if it puts the players in a worse position. They’ll find ways to move around more.
 


Suggestion?

Monster hit points are a resource, accept player aops and spend them, move the monsters. Especially if it puts the players in a worse position. They’ll find ways to move around more.
I get the principle, but it doesn't usually work out tactically. Either there's no better place for the monsters to go, or there's physically nowhere for them to stand. I run for large groups, usually 6-8 PCs plus their various summons, and especially on premade maps, it can be a challenge to find room for combat. Because they refuse to enter that nice big 30' x 30' room where there would be plenty of space for them all. :LOL:😭
 

I mean, Advantage seems too much of a benefit for flanking. But flanking should do something.
I guess the dream of any nods to tactics are gone in 2024. Just easier to scrap it than try to fix it?
That takes away a couple points of my enthusiasm for the revision. I suppose I'm in single digits now.
 

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