i_dont_meta
Explorer
My group toyed around with the DMG guidelines but quickly reverted back to +2.
But D&D is a heroic action game, not a realistic one. Something like Riddle of Steel was very good at showing that. D&D, where a hero is expected to wade through goblins, not so much.
The only issue with any flanking rules is that depending on your campaign and encounter style it will benefit the enemy more often than the PCs. Assuming of course that NPCs and monsters play by the same rules as the PCs which is something I always do.
I like the idea of the tactical advantage as well. Beyond that the differences in AC and bounded accuracy don't really matter. In both 3.5 and 5.0, a +1 is an additional 5% to hit a +2 is 10% to hit. As long as the tactical bonuses don't stack I don't see a big issue. If they stack, a person standing in a sandy pit that is flanked and lower than their enemies could really be SOL.
I find that flanking rules lead to very "shallow" tactics. Every fight is the same: you line up with a buddy and flank. YAWN.
Instead, introduce interesting terrain elements, like rope bridges that catch fire easily, or classics like pits of lava. Cast area spells that encourage PCs to move out of them, or "wall" spells that split up the group suboptimally. Use enemies who have auras. Do flanking the real old school way: Wave 2 of enemies appear from behind and start cutting into the squishies in the back row. Give the enemy troops a cleric and a wizard in THEIR back row.
That kind of variety can lead to MUCH more interesting tactical decision-making than just "oh hey I slot into the obvious flanking position."
Okay okay, gosh! I get it alright?!
Just kidding, it's cool. We're cool.
Even so, getting a +3 bonus to all of your attack rolls for the whole turn, to say nothing of other class features that might trigger, simply for simply standing in the right spot on the battlemat? I still maintain that complaints about it being overpowered are well-defended, even if my Excel skills are indefensible.![]()
I find that flanking rules lead to very "shallow" tactics. Every fight is the same: you line up with a buddy and flank. YAWN.
Instead, introduce interesting terrain elements, like rope bridges that catch fire easily, or classics like pits of lava. Cast area spells that encourage PCs to move out of them, or "wall" spells that split up the group suboptimally. Use enemies who have auras. Do flanking the real old school way: Wave 2 of enemies appear from behind and start cutting into the squishies in the back row. Give the enemy troops a cleric and a wizard in THEIR back row.
That kind of variety can lead to MUCH more interesting tactical decision-making than just "oh hey I slot into the obvious flanking position."
Maybe the players need to make an insight check to fully exploit the advantageous position to get full advantage, with martial types getting the check with advantage.
Or this, combine both, it’s +1/ +2 for everyone, but martial classes get an insight check, DC is AC of enemy, to get full advantage. This encourages skill use, and gives martial PC who take insight a chance at a larger bonus.
I don't think providing advantage on flanking detracts from D&D as a heroic action game, do you?