The Human Target
Adventurer
Thanks for all the comments.
Additional questions, if I may:
1) those that do not use flanking for the stated reasons (added complexity appears to be the most common in the few answers up to now), have you tried playing with it? Or has a decision been taken on the perceived consequence of the rule?
2) those that do use flanking: it seems to me that in 4E, flanking had a lesser scope for the following reasons:
- a creature could not move around an enemy it was engaged with without provoking an OA, consequently getting into a flanking position was more difficult
- flanking granted a +2 bonus, which is muss less than the advantage it now grants
So do you find that flanking happens very often, and/or becomes an important decider for battles? I.e. is advantage very frequent due to flanking? Do you then perceive it as the norm, as opposed to the exception that it is under the default rules?
Also, does using tougher solo or a low-number (2-3) of creatures require these creatures to be stronger to make up for the flanking?
Do rogues benefit from a very significant boost with this rule?
I am discussing with my players about introducing flanking. However the fighter in our group is a shield bearer and has a feat that allows him to push an opponent to the ground, and further attacks against the prone enemy are then made with advantage. It seems to me that if advantage can be had more easily, this fighter's feat choice would become less interesting.
What about using a +2 attack bonus instead of advantage?
A lot of 4e powers are based on the movement of yourself, allies, and enemies in melee combat in order to flank and gain Combat Advantage (or avoiding being flanked and granting CA.) I'd say it's the heart of the combat system.
I would recommend using the +2 to hit for flanking in 5e. Advantage is a powerful blunt tool, and they really over used it in 5e.
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