Vaalingrade
Legend
B-but adding 2 is far too complex for new players!IMHO flanking should be just a flat attack and/or damage bonus.
B-but adding 2 is far too complex for new players!IMHO flanking should be just a flat attack and/or damage bonus.
I stopped using facing after 1E after reading some discussions about how the battlemat is just a momentary snapshot and in reality folks would be constantly moving and turning.I'm playing in two 5e games at the moment, one 2014 rules and the other 2024 (switched over from 2014 a few weeks ago). Both have recently changed the flanking rules as we all felt it was way too easy to get advantage.
In the 2014 game, you only get advantage if you yourself are not also flanked. This was to avoid the 'advantage conga lines' that inevitably formed.
The other game, we have introduced facing rules and only the combatant who is behind the opponent would get advantage, not the one in front.
B-but adding 2 is far too complex for new players!
That's not why we recoil from it like a vampire to sunlight. It's that math is bad.For me it is not that it is complex, just that it is immersion breaking.
Good news! Now no one has a reason to move at all! Just like in real immersive and exciting combat.I've played both ways and I like no flanking much, much better. In large melees flanking tends to have people fighting in a line with everyone wanting and moving to get flanking against everyone else.
Good news! Now no one has a reason to move at all! Just like in real immersive and exciting combat.
Only if the DM, for some reason, doesn't believe in dynamic combats with fun moving parts.
Pre-C&T 2e also had them, sort of. A "rear attack" would give +2 to hit, as well as remove the opponent's Dexterity bonus to AC (if any). And if you were in melee with someone, you couldn't just move away. You could either Withdraw (moving up to half your movement rate), or you could Flee which would give the opponent a full attack sequence on you – with bonuses for a rear attack. It also says that if you Withdraw, the opponent can follow unless engaged with an ally of yours – it is somewhat unclear if they mean that they can follow right away or if they mean they can follow on their own turn.Folks that mention not using flanking because 5e doesn't have "provoke AoOs moving around an enemy within their reach" bring up an interesting point. I had thought that pre-3e editions had flanking but didn't have AoOs, but it turns out that both Flanking and AoOs were introduced in the Combat & Tactics supplement... so if you were to use one, you'd probably use the other.
You don't need expensive 3D terrain to have fun combats.Increases complexity level or RL issues. Eg battlemat vs 3D terrain.
Who wants to bet any of that will be included in the DMG for new DMs to learn?Only if the DM, for some reason, doesn't believe in dynamic combats with fun moving parts.
You don't need expensive 3D terrain to have fun combats.
Increased complexity? Possibly, but there are trade offs for everything. I've found a bit of extra complexity is more than worth it for fun combats, as long as the action is kept moving.