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<blockquote data-quote="Guest 6801328" data-source="post: 8172758"><p>Yes. In line with what I've said above:</p><p>1. Flanking tends to favor the larger group, the most extreme/typical being party of PCs vs. solo boss</p><p>2. If the DM designs and runs encounters they way they would have designed and run them without flanking, it's going to feel like a bad rule.</p><p></p><p></p><p></p><p>Agreed, to lesser or greater degrees. And if you don't have any of those classes (or specific subclasses, or specific subclass choices) then it's not a problem.</p><p></p><p>Look, I'm not arguing that everybody should use flanking, or that the game is bad (or even worse) without it. Just that it's entirely possible to use flanking in a way that adds another tactical dimension to the game, without combat being trivialized. YMMV, of course.</p><p></p><p>Strangely, this debate reminds me of the one about flying, except we're on opposite sides.</p><p>Me: Flying trivializes encounters.</p><p>You: Design different encounters!</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 8172758"] Yes. In line with what I've said above: 1. Flanking tends to favor the larger group, the most extreme/typical being party of PCs vs. solo boss 2. If the DM designs and runs encounters they way they would have designed and run them without flanking, it's going to feel like a bad rule. Agreed, to lesser or greater degrees. And if you don't have any of those classes (or specific subclasses, or specific subclass choices) then it's not a problem. Look, I'm not arguing that everybody should use flanking, or that the game is bad (or even worse) without it. Just that it's entirely possible to use flanking in a way that adds another tactical dimension to the game, without combat being trivialized. YMMV, of course. Strangely, this debate reminds me of the one about flying, except we're on opposite sides. Me: Flying trivializes encounters. You: Design different encounters! [/QUOTE]
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