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<blockquote data-quote="Flamestrike" data-source="post: 8172722" data-attributes="member: 6788736"><p>So effectively Solo monsters (such as Legendary monsters) are debuffed considerably by every PC getting 'flanking' against them more often than not.</p><p></p><p>Fighter attacks, Rogue moves and dashes 60' around the back of the monster, advantage. Monster now cops advantage from its attackers to hit it, and cant move or else it provokes an attack from the Fighter (meh), and the Rogue (ouch - sneak attack again). Instead of the combat becoming more tactical and fluid, it's actually become more static.</p><p></p><p>Lets not forget that your average DnD adventuring party will consist of only 2-3 melee PCs, with the other 2 being a Spellcaster of some sort, and usually a ranged PC, wheras many monster encounters SHOULD feature around half a dozen monsters (a boss and 4-6 or so mooks).</p><p></p><p>Being outnumbered in combat is already a massive disadvantage, and ganging up on monsters is something PCs will naturally try to do anyway (focus fire on one monster at a time till its dead, before moving onto a different monster). </p><p></p><p>The latter is a negative and unrealistic consequence of the Hit point attrition nature of combat, but still it holds true - two monsters attacking you is twice as bad as only a single monster attacking you. That's already a steep penalty to bear (taking into account bounded accuracy) and I personally see no reason to toss out easy advantage via flanking (which would also require 3.5's movement and AoO rules to make it worthwhile).</p><p></p><p>It also diminishes Battlemasters, Barbarians, Rogues, Vengeance Paladins etc who all have a way to obtain advantage anyway.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 8172722, member: 6788736"] So effectively Solo monsters (such as Legendary monsters) are debuffed considerably by every PC getting 'flanking' against them more often than not. Fighter attacks, Rogue moves and dashes 60' around the back of the monster, advantage. Monster now cops advantage from its attackers to hit it, and cant move or else it provokes an attack from the Fighter (meh), and the Rogue (ouch - sneak attack again). Instead of the combat becoming more tactical and fluid, it's actually become more static. Lets not forget that your average DnD adventuring party will consist of only 2-3 melee PCs, with the other 2 being a Spellcaster of some sort, and usually a ranged PC, wheras many monster encounters SHOULD feature around half a dozen monsters (a boss and 4-6 or so mooks). Being outnumbered in combat is already a massive disadvantage, and ganging up on monsters is something PCs will naturally try to do anyway (focus fire on one monster at a time till its dead, before moving onto a different monster). The latter is a negative and unrealistic consequence of the Hit point attrition nature of combat, but still it holds true - two monsters attacking you is twice as bad as only a single monster attacking you. That's already a steep penalty to bear (taking into account bounded accuracy) and I personally see no reason to toss out easy advantage via flanking (which would also require 3.5's movement and AoO rules to make it worthwhile). It also diminishes Battlemasters, Barbarians, Rogues, Vengeance Paladins etc who all have a way to obtain advantage anyway. [/QUOTE]
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