Flanking should give a bonus

Last session my PCs were killed. But if the Cleric, who was surrounded by zombies had chosen to take the total defense actiopn, maybe he had survived, due to an AC of 22.

The zombies would have only hit him with a natural 20.

So, to avoid such situations, a small bonus of +2 (which does not allow a sneak attack) would have helped to cancel it out somewhat.

So please, add some kind of "overwhelming" mechanic in the mix.
 

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I like the idea of a general gang-up bonus, every enemy gets a +1 per ally that threatens the target. It means you can play without a map easier than with a flanking rule and it gives large numbers of mooks a good chance to hit.

It could probably use a limit of say (+4) or something so it doesn't get out of hand.
 



Doesn't flanking grant advantage? If not, it should.
No, it does not and shoud not.

You should have to work more for advantage, than just moving around the enemy. It should general take an action to get advantage.

I could live with minor advantage (+2 bonus, maybe reduced sneak attack damage)

I however generally like a "mob up" bonus mentioned above. This way, you don´t need specific mechanics for monsters, who use overwhelming numbers to attack.
 

I also favor a gang up bonus over a flanking bonus.

Realistically, unless you're in a narrow corridor, it's fairly easy to keep someone from standing behind you. Something that simply isn't easy to model using a turn based initiative system.

In addition, being ganged up on, even with just two opponents directly in front of you, makes it significantly more difficult to defend yourself.

So, yeah, I suggest a +1 bonus for each ally that threatens a target.
 



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