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<blockquote data-quote="ccooke" data-source="post: 6393468" data-attributes="member: 6695890"><p>So, here's the thing - Flanking already gives you a bonus in 5e. It just doesn't need a specific rule to do so.</p><p></p><p>Consider the effect of flanking in 5e, without actually going too far into the mechanics:</p><p></p><p>1) Anyone trained to exploit a distracted enemy gets to do so</p><p>2) The flanked enemy cannot move towards either of the flanking characters without triggering an opportunity attack or sacrificing an action</p><p>3) The flanked enemy cannot move away from the flanking characters without triggering two opportunity attacks or sacrificing an action</p><p></p><p>That's quite a big difference, and note that point 2 is a big departure from 3e and 4e. In those editions, you could always take a 5' step or shift 1. That doesn't exist in 5e - you can move around a single opponent all you like, but as soon as you're flanked you're much more effectively pinned down unless you use the Disengage action.</p><p></p><p>With all the extra tactical shove and grapple use I'm seeing in 5e, I'm not entirely sure that specific flanking rules in addition wouldn't be overpowered. There's a lot of tactical depth in the 5e rules that I think we have only really started to see, especially with games that really focus on gridded play.</p><p></p><p>I think the thing I like most about 5e combat layout is that I can switch effortlessly between complicated gridded scenarios with loads of props (I've been known to abuse a bit of Lego; a 3x3 grid in lego is almost exactly 1" square, you know) and narrative combat with theatre of the mind play. Being able to choose which is best for a particular encounter is very freeing - I seem to run about 60/40 ToM/Gridded.</p></blockquote><p></p>
[QUOTE="ccooke, post: 6393468, member: 6695890"] So, here's the thing - Flanking already gives you a bonus in 5e. It just doesn't need a specific rule to do so. Consider the effect of flanking in 5e, without actually going too far into the mechanics: 1) Anyone trained to exploit a distracted enemy gets to do so 2) The flanked enemy cannot move towards either of the flanking characters without triggering an opportunity attack or sacrificing an action 3) The flanked enemy cannot move away from the flanking characters without triggering two opportunity attacks or sacrificing an action That's quite a big difference, and note that point 2 is a big departure from 3e and 4e. In those editions, you could always take a 5' step or shift 1. That doesn't exist in 5e - you can move around a single opponent all you like, but as soon as you're flanked you're much more effectively pinned down unless you use the Disengage action. With all the extra tactical shove and grapple use I'm seeing in 5e, I'm not entirely sure that specific flanking rules in addition wouldn't be overpowered. There's a lot of tactical depth in the 5e rules that I think we have only really started to see, especially with games that really focus on gridded play. I think the thing I like most about 5e combat layout is that I can switch effortlessly between complicated gridded scenarios with loads of props (I've been known to abuse a bit of Lego; a 3x3 grid in lego is almost exactly 1" square, you know) and narrative combat with theatre of the mind play. Being able to choose which is best for a particular encounter is very freeing - I seem to run about 60/40 ToM/Gridded. [/QUOTE]
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