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5e Flanking - the good, the bad, and the broken?
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<blockquote data-quote="Swarmkeeper" data-source="post: 8433107" data-attributes="member: 6921763"><p>Same as any ability check. Set a DC and have a meaningful consequence for failure.</p><p></p><p>At our table, for ability checks, I tell the player the DC and I also typically tell them the consequence(s) for failure (which acknowledges that the PC is a capable adventurer who usually has some sense of how difficult their attempted actions might be in the game world). The player, now given a sense of the difficulty of the attempt, can choose to have their PC go through with it or choose something else to do.</p><p></p><p>Whether you run it that way or not, my advice would be: don't get hung up on Sly Flourish's use of the word "often". Prone is not the only bad thing that could happen on a failed roll in these situations and it doesn't need to be the most common failure state either. Be as creative as you like. And be as generous as you like with the DC if you want to encourage these "cinematic" activities. DCs could even ratchet up as combat moves on to reflect risky maneuvers getting slightly more dangerous with "combat fatigue". Or not. It's really as flexible as you want it to be.</p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 8433107, member: 6921763"] Same as any ability check. Set a DC and have a meaningful consequence for failure. At our table, for ability checks, I tell the player the DC and I also typically tell them the consequence(s) for failure (which acknowledges that the PC is a capable adventurer who usually has some sense of how difficult their attempted actions might be in the game world). The player, now given a sense of the difficulty of the attempt, can choose to have their PC go through with it or choose something else to do. Whether you run it that way or not, my advice would be: don't get hung up on Sly Flourish's use of the word "often". Prone is not the only bad thing that could happen on a failed roll in these situations and it doesn't need to be the most common failure state either. Be as creative as you like. And be as generous as you like with the DC if you want to encourage these "cinematic" activities. DCs could even ratchet up as combat moves on to reflect risky maneuvers getting slightly more dangerous with "combat fatigue". Or not. It's really as flexible as you want it to be. [/QUOTE]
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5e Flanking - the good, the bad, and the broken?
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