In general it benefits medium or smaller monsters more than the PCs and gives too much of an advantage to PCs versus larger monsters.
In addition, it lowers the perceived value of other way of getting advantage. Why bother knocking prone/attacking from hidden/helping/etc if it's so easy to get? Last but not least, it's just another thing to track.
There's nothing wrong with doing it, it just has too many drawbacks for a lot of groups.
Knocking a creature down allows advantage without an ally’s help, and makes it harder for the enemy to escape you. And Helping is rarely better than using your action, anyway, unless you’ve made a character that has little if any at-will combat efficacy.
Then again, we still do it sometimes use Help in combat to give advantage to ranged characters. We also allow using it to let a character impose Disad on an opportunity attack, making it easier for them to escape.
But also, Advantage isn’t a game breaking difference. It’s nice. I’ve never really found it easy to flank dragons and other big monster consistently, as well. They move a lot. And they either have allies, legendary actions, or both.
Not sure what you mean by something to track, btw. I pretty much assume that we’re discussing games with a map, otherwise variant rules that rely on positioning are just...I mean, I guess some people use positioning and facing in TTOM games, but that seems like an absurd choice to me. I don’t even use distinctly defined range and speed when running TTOM.
Anyway, in a map game, there isn’t any tracking for flanking. It’s right there. You look at the board, and either roll with adv or don’t. It’s literally as much tracking as seeing if you’re in melee with someone.
I think we mostly felt that it made positioning matter less, that it encouraged the melee types to stick together too much. Without flanking, we get spaced out more, attacking different foes in different corners of the battlefield. As a melee focused player I definitely prefer that result. It's less tactical, sure, but it feels more Xena-esque.
Fair enough. I find that it makes positioning more important, because you have to keep deadly enemies from flanking, too. For us, it leads to just as much “Xena”, but I can see how it might go the other way.
We gave it up because it puts way too much benefit into one single formation pattern thats at odds with the general rules on how perception and reaction works.
If two guts working together in front or front and side, they can only advantage by one using help action. But if they are exactly opposite, its free? Makes no real sense if one assumes characters are active and moving within their hex/square as is normally done.
At the very least, it would have made better sense and balance if flanking allowed you to HELP the other as a bonus action. That way you at least get a sense of an action being made, time being spent.
Not as big a fan of static positioning over fluid changing situations.
Well, tbf, flanking can encourage fluid positioning, simply by the DM moving enemies, and using forced movement on PCs, and employing environmental hazards, obstacles, etc.
Anyway, IRL flanking an enemy makes it very hard for them to defend themselves. Nearly impossible. Flanking giving advantage without having to do anything extra makes complete sense.
I don't want depth in combat, nor do I want positioning to matter.
Ergo, forego a variant rule that would add fidiliness.
Fair enough! I don’t grok the preference, but obv the right way to play is the one you and your table enjoy.