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Flanking House Rule
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<blockquote data-quote="CleverNickName" data-source="post: 8358063" data-attributes="member: 50987"><p>I have two problems with the optional Flanking rules in the DMG. The first problem is that it just amounts to one more way to get Advantage, and I fell like there are already too many ways to easily do this. Eventually, getting Advantage on every attack roll becomes the expectation and not the rare exception, and when that happens...what's the point?</p><p></p><p>My second problem with Flanking is that it wrecks the narrative and breaks immersion. Combat scenes already feel like a weird board game to me, no matter how hard I try to keep everyone in character. Flanking makes everyone even <em>more</em> focused on squares and numbers than usual.</p><p></p><p>An expanded crit range sounds like it would be an interesting way to address the first problem. The only way I've found to address the second problem is to just not use a battle mat....but I'm open to ideas if anyone has some.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 8358063, member: 50987"] I have two problems with the optional Flanking rules in the DMG. The first problem is that it just amounts to one more way to get Advantage, and I fell like there are already too many ways to easily do this. Eventually, getting Advantage on every attack roll becomes the expectation and not the rare exception, and when that happens...what's the point? My second problem with Flanking is that it wrecks the narrative and breaks immersion. Combat scenes already feel like a weird board game to me, no matter how hard I try to keep everyone in character. Flanking makes everyone even [I]more[/I] focused on squares and numbers than usual. An expanded crit range sounds like it would be an interesting way to address the first problem. The only way I've found to address the second problem is to just not use a battle mat....but I'm open to ideas if anyone has some. [/QUOTE]
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Flanking House Rule
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