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General Tabletop Discussion
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5e Flanking - the good, the bad, and the broken?
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<blockquote data-quote="Mordhau" data-source="post: 8432475" data-attributes="member: 7032137"><p>I'd prefer a gang up bonus like in Savage Worlds over flanking these days. Just give people a +1 bonus for every additional person over the first is engaged with them. Flanking just creates these weird conga lines.</p><p></p><p>Really though ganging up on people doesn't really need any bonuses in D&D. It's clearly the optimum strategy to take. If anything, I feel like it's alreay too good. The most effective thing to do is to gang up and finish off one person before moving on to the next and doing the same etc ect. It's not very cinematic. That would be more people squaring off and battling each other. It's both the optimum strategy and the one that leads to the fastest combats and the most deaths (which make things more satisfying, there's nothing more dull then distributing damage around because when you just make hit points go down nothing happens that meaningfully connects the fiction to the game)</p><p></p><p>5e really needs something like 13th Age's mook rules. Lots of fairly easy to kill monsters that are satisfying to take out. But then you go a bit further and makes sure there is also an incentive to take them out (something 4e especially struggled with. (Such as have them do double damage if there are more mooks on the table then the PCs or have a greatly increased crit range, stuff like that gets the PCs spreading out to take them out quickly). 13th Age also lets mook damage carry over to the next (which at least lets the boring one note wonders like the rogue with its single target damage all the time feel like they can join the wizard and cleric party for a minute).</p></blockquote><p></p>
[QUOTE="Mordhau, post: 8432475, member: 7032137"] I'd prefer a gang up bonus like in Savage Worlds over flanking these days. Just give people a +1 bonus for every additional person over the first is engaged with them. Flanking just creates these weird conga lines. Really though ganging up on people doesn't really need any bonuses in D&D. It's clearly the optimum strategy to take. If anything, I feel like it's alreay too good. The most effective thing to do is to gang up and finish off one person before moving on to the next and doing the same etc ect. It's not very cinematic. That would be more people squaring off and battling each other. It's both the optimum strategy and the one that leads to the fastest combats and the most deaths (which make things more satisfying, there's nothing more dull then distributing damage around because when you just make hit points go down nothing happens that meaningfully connects the fiction to the game) 5e really needs something like 13th Age's mook rules. Lots of fairly easy to kill monsters that are satisfying to take out. But then you go a bit further and makes sure there is also an incentive to take them out (something 4e especially struggled with. (Such as have them do double damage if there are more mooks on the table then the PCs or have a greatly increased crit range, stuff like that gets the PCs spreading out to take them out quickly). 13th Age also lets mook damage carry over to the next (which at least lets the boring one note wonders like the rogue with its single target damage all the time feel like they can join the wizard and cleric party for a minute). [/QUOTE]
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5e Flanking - the good, the bad, and the broken?
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