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Favorite Flanking Fixes in Five-E?
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<blockquote data-quote="smbakeresq" data-source="post: 7483874" data-attributes="member: 28301"><p>That’s not flanking rules fault, that’s the DMs fault, as you say.</p><p></p><p>And nothing pisses off the players like a spirit guardians on a flying creature (the aura reaches “down” also) or on a huge creature with reach (it greatly increases the area and messes up PC positions.)</p><p></p><p>I tried to justify a roper with spirit guardians type aura but really couldn’t. I had to settle for a roper partially submerged in the middle of a deep pool so if you break free you must now sink or swim.</p><p></p><p>I don’t think that most DMs realize (or just are willing to use) that everything the players have access to the enemies do also. That goes for all divination magic and spying, enemies with that ability WILL know all PC resistances, weaknesses, fears, tactics etc. It’s not metagaming the players that the BBEG with a network of spies and minions and magic knows standard tactics and routines and class abilities and spell usage of players.</p><p></p><p>From the players perspective, if your DM is like me, well dead men tell no tales, but slaying prisoners is an evil act. Changing survivors memories work, as does Geas or Suggestion. Turning them over to the local constabulary works also in a lot of cases, trial and punishment isn’t on the players. </p><p></p><p></p><p>Maybe the +1/+2 for some tactical advantage is the solution though to give some bonus for smart play. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>I think a lot faster then I can type [emoji41]</p></blockquote><p></p>
[QUOTE="smbakeresq, post: 7483874, member: 28301"] That’s not flanking rules fault, that’s the DMs fault, as you say. And nothing pisses off the players like a spirit guardians on a flying creature (the aura reaches “down” also) or on a huge creature with reach (it greatly increases the area and messes up PC positions.) I tried to justify a roper with spirit guardians type aura but really couldn’t. I had to settle for a roper partially submerged in the middle of a deep pool so if you break free you must now sink or swim. I don’t think that most DMs realize (or just are willing to use) that everything the players have access to the enemies do also. That goes for all divination magic and spying, enemies with that ability WILL know all PC resistances, weaknesses, fears, tactics etc. It’s not metagaming the players that the BBEG with a network of spies and minions and magic knows standard tactics and routines and class abilities and spell usage of players. From the players perspective, if your DM is like me, well dead men tell no tales, but slaying prisoners is an evil act. Changing survivors memories work, as does Geas or Suggestion. Turning them over to the local constabulary works also in a lot of cases, trial and punishment isn’t on the players. Maybe the +1/+2 for some tactical advantage is the solution though to give some bonus for smart play. 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 think a lot faster then I can type [emoji41] [/QUOTE]
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