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<blockquote data-quote="Rockyroad" data-source="post: 8161427" data-attributes="member: 7028097"><p>We used flanking in our games but then we abandoned it because it was fairly easy to get and we thought advantage was a little too much of eh, an advantage, and it diminished some class abilities such as rage and the samurai fighting spirit abilities. But then we reimplemented because we missed the tactical aspect that it brought to the game and we all know that melee combat needs a little love in this game. But we changed flanking to give +2 to attacks instead of advantage. Our barbarian loved it because they could recklessly attack for advantage plus get the +2 bonus when flanking.</p><p></p><p>Another variant flanking rule I'm thinking of using would be as follows. In any given round, if there are melee attacks against a target from multiple attackers, the first melee attacker against that target that round would make attack rolls normally. All subsequent melee attackers that round against the target will get +2 to attack rolls if attacking the target from the side and +5 if attacking from the target's rear. This is kind of a reverse correlate to the cover rules for ranged combat. The orientation of the target is defined as if it was facing the first melee attacker.</p><p></p><p>So how many of you guys use the optional flanking rule in your games and do you use it as written or homebrew it?</p><p></p><p>Edit: Because there seems to be some confusion about the facing I'm using in this proposed flanking rule, let me clarify. This is not the facing rules from the DMG. The only effect of "facing" in context to my proposed flanking rules is so that attackers know where to position themselves to be either on the side or rear of the target. There are no other mechanical effects to this "facing" that I refer to. It's just an orientation marker.</p></blockquote><p></p>
[QUOTE="Rockyroad, post: 8161427, member: 7028097"] We used flanking in our games but then we abandoned it because it was fairly easy to get and we thought advantage was a little too much of eh, an advantage, and it diminished some class abilities such as rage and the samurai fighting spirit abilities. But then we reimplemented because we missed the tactical aspect that it brought to the game and we all know that melee combat needs a little love in this game. But we changed flanking to give +2 to attacks instead of advantage. Our barbarian loved it because they could recklessly attack for advantage plus get the +2 bonus when flanking. Another variant flanking rule I'm thinking of using would be as follows. In any given round, if there are melee attacks against a target from multiple attackers, the first melee attacker against that target that round would make attack rolls normally. All subsequent melee attackers that round against the target will get +2 to attack rolls if attacking the target from the side and +5 if attacking from the target's rear. This is kind of a reverse correlate to the cover rules for ranged combat. The orientation of the target is defined as if it was facing the first melee attacker. So how many of you guys use the optional flanking rule in your games and do you use it as written or homebrew it? Edit: Because there seems to be some confusion about the facing I'm using in this proposed flanking rule, let me clarify. This is not the facing rules from the DMG. The only effect of "facing" in context to my proposed flanking rules is so that attackers know where to position themselves to be either on the side or rear of the target. There are no other mechanical effects to this "facing" that I refer to. It's just an orientation marker. [/QUOTE]
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