Raven Crowking
First Post
The Argument as I understand it Part III
(2) What exactly do the current flanking rules represent?
Flanking is not simple two combatants helping each other; it is an advantage based upon the relative position of the combatants.
The Aid Another action allows two combatants to help each other, and stacks with flanking.
Some previous versions of D&D had facing, and the relative bonuses characters gained where based upon how easy it was for the defender to protect various faces. These versions of D&D. In these versions of the game, you could turn so as to provide different levels of defense against different opponents. Although generally considered too complex a mechanism for 3rd Ed and 3.5, this recently resurfaced as an option in Unearthed Arcana.
In UA, " If you’re attacking from a foe’s flank area (or the squares beyond it, if you have a reach or ranged weapon), you get a +2 bonus on the attack roll. You don’t need anyone opposite you on the other side of your foe. If you’re attacking from a foe’s rear area (or the squares beyond it), you get a +4 bonus on the attack roll. " Under this system, "A rogue can strike for sneak attack damage whenever her foe is flat-footed or whenever she’s attacking with a melee weapon from the foe’s rear area. She doesn’t need anyone directly opposite her to get the extra damage." (Quotes from the Hypertext SRD, http://www.d20srd.org/srd/variant/adventuring/combatFacing.htm#facingAndAttacking)
Some might be exused, therefore, for thinking that it is the necessity of the flanked character turning to deal with multiple attackers that grants the bonus to hit. I.e., the character is flanked because he must expose his flank.
From Knighthood, Chivalry & Tournament Glossary of Terms (http://www.chronique.com/Library/Glossaries/glossary-KCT/gloss_f.htm)
Of course, combatants can and do take advantage of flanking by also Aiding Another, and by taking turns using Full Attack and Full Defense. Wolves are particularly well known for the tactic of attacking as soon as their victim turns to face the previous attacker. This particular tactic was put into game terms in 2nd Edition AD&D as "Wolf Pack Tactics" in the Complete Fighter's Handbook. It offered then, as it offers now, additional tactical advantages beyond those of mere flanking.
Based upon the foregoing, especially upon the clarifications in UA, it would seem as though flanking is a situational advantage based upon the flanked character being unable to provide his or her best defense against properly positioned opponents.
(2) What exactly do the current flanking rules represent?
Flanking is not simple two combatants helping each other; it is an advantage based upon the relative position of the combatants.
The Aid Another action allows two combatants to help each other, and stacks with flanking.
Some previous versions of D&D had facing, and the relative bonuses characters gained where based upon how easy it was for the defender to protect various faces. These versions of D&D. In these versions of the game, you could turn so as to provide different levels of defense against different opponents. Although generally considered too complex a mechanism for 3rd Ed and 3.5, this recently resurfaced as an option in Unearthed Arcana.
The standard d20 combat rules intentionally ignore the direction a creature faces. The rules assume that creatures are constantly moving and shifting within their spaces, looking in all directions during a fight. In this variant, facing—the direction your head and body are pointing—makes a big difference in how you move and fight.
This variant makes combat more complex, but it opens up new strategic options for PCs and monsters alike. It’s a good choice if your group relishes the tactical complexity of d20 combat and doesn’t mind spending a lot of time duking it out with the bad guys. It won’t change the power level of your game.
This variant supersedes the standard rules for flanking and creates new conditions for the rogue’s use of the sneak attack ability.
This variant makes combat more complex, but it opens up new strategic options for PCs and monsters alike. It’s a good choice if your group relishes the tactical complexity of d20 combat and doesn’t mind spending a lot of time duking it out with the bad guys. It won’t change the power level of your game.
This variant supersedes the standard rules for flanking and creates new conditions for the rogue’s use of the sneak attack ability.
In UA, " If you’re attacking from a foe’s flank area (or the squares beyond it, if you have a reach or ranged weapon), you get a +2 bonus on the attack roll. You don’t need anyone opposite you on the other side of your foe. If you’re attacking from a foe’s rear area (or the squares beyond it), you get a +4 bonus on the attack roll. " Under this system, "A rogue can strike for sneak attack damage whenever her foe is flat-footed or whenever she’s attacking with a melee weapon from the foe’s rear area. She doesn’t need anyone directly opposite her to get the extra damage." (Quotes from the Hypertext SRD, http://www.d20srd.org/srd/variant/adventuring/combatFacing.htm#facingAndAttacking)
Some might be exused, therefore, for thinking that it is the necessity of the flanked character turning to deal with multiple attackers that grants the bonus to hit. I.e., the character is flanked because he must expose his flank.
From Knighthood, Chivalry & Tournament Glossary of Terms (http://www.chronique.com/Library/Glossaries/glossary-KCT/gloss_f.htm)
Flank: The end of a military line, a weak point on one side or the other. Traditionally, the attacker’s right flank is weaker than the left, because the shield is generally wielded in the left hand. To gain an enemy’s flank is a common tactical objective, because the unit so engaged is then pressed on more than one front, and the resulting confusion can often destroy a unit or army’s cohesion.
Of course, combatants can and do take advantage of flanking by also Aiding Another, and by taking turns using Full Attack and Full Defense. Wolves are particularly well known for the tactic of attacking as soon as their victim turns to face the previous attacker. This particular tactic was put into game terms in 2nd Edition AD&D as "Wolf Pack Tactics" in the Complete Fighter's Handbook. It offered then, as it offers now, additional tactical advantages beyond those of mere flanking.
Based upon the foregoing, especially upon the clarifications in UA, it would seem as though flanking is a situational advantage based upon the flanked character being unable to provide his or her best defense against properly positioned opponents.