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Need suggestions for Flanking house rule
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<blockquote data-quote="Ilja" data-source="post: 4920260" data-attributes="member: 84300"><p>I'd say as some others have already said: Consider him flatfooted, and the ignored character gets flanking bonus.</p><p></p><p>And I'd like to add: Once the ignored flanker has inflicted at least 1 point of damage or ANY other sort of negative effect on the fighter, he can't be ignored anymore.</p><p></p><p>I don't agree with coup de grace though. Even if you invisible, inside a Silence spell, and sneak up to someone without sense of smell from behind when he's eating dinner, you don't get coup de grace as he's not per the rules helpless (as I see them in the PHB at least). He'll still be a moving target in full plate, and automatically hitting him is weird. Actually, it's pretty much impossible to hit someone wearing full plate with a dagger from behind. I mean, <a href="http://www.aurorahistoryboutique.com/products/A000019_L.jpg" target="_blank">THIS</a> stuff is hard to get through.</p><p></p><p>Something that the ignored guy CAN do with great success though, and a thing that was used IRL to combat warriors in full plate, is simply tripping him.</p><p></p><p>Consider the fighter (Level 19 Fighter Str 20, Dex 13, Con 16, +4 full plate, some magic giving +3 AC thus 10+12+1+3=26 AC, 14 Touch AC, 25 FFAC) and the follower (Level 1 Rogue, Str 11, Dex 13, Con 10).</p><p>If the rogue attempts to trip the fighter, he must make an touch attack roll against the flat-footed fighter.</p><p>He gets 1d20 + 2 (for flanking) versus an AC of 13 (neither armor nor dexterity counting). He's got 50% chance of succeeding at this. After that, he has to roll</p><p>1d20 and beat 1d20+5. He's got a 30% chance of succeeding at this (120/400).</p><p>I'd of course rule that if you can't take an attack of opportunity, you can't respond to the trip attempt by trying to trip the attacker. This I'd do regardless of the situation.</p><p>This means he's got a 15% chance of succeeding to trip the fighter. In a prolonged fight, it's DEFINATELY in the fighters best interest to get rid of the flanker ASAP. Should he fall prone, not only will the rogue get sneak attack bonus - the fighter would also gain -4 on AC and if trying to stand up, provoke an AoO.</p><p></p><p>Still, I don't have a problem with a 19-th level warrior with almost superhuman strength and magic protection and full plate being able to ignore the threat of a 1-st level rogue for a couple of turns. On the other hand, if there's three of the first-level rogues, you're in for a problem. They can simply push you to the ground and do their work in whatever time they wish, two people grappling and one removing the helmet. Past that, I feel sorry for the fighter (except that dealing 1d6+1d4 damage to a grappled fighter means it will take an average of 28 turns for him to hit "dying", not including criticals.)</p><p></p><p>tl;dr</p><p>If you've got a full plate, the guys dagger is seriously NO threat at all. The risk consists of him throwing all his weight on you.</p></blockquote><p></p>
[QUOTE="Ilja, post: 4920260, member: 84300"] I'd say as some others have already said: Consider him flatfooted, and the ignored character gets flanking bonus. And I'd like to add: Once the ignored flanker has inflicted at least 1 point of damage or ANY other sort of negative effect on the fighter, he can't be ignored anymore. I don't agree with coup de grace though. Even if you invisible, inside a Silence spell, and sneak up to someone without sense of smell from behind when he's eating dinner, you don't get coup de grace as he's not per the rules helpless (as I see them in the PHB at least). He'll still be a moving target in full plate, and automatically hitting him is weird. Actually, it's pretty much impossible to hit someone wearing full plate with a dagger from behind. I mean, [url=http://www.aurorahistoryboutique.com/products/A000019_L.jpg]THIS[/url] stuff is hard to get through. Something that the ignored guy CAN do with great success though, and a thing that was used IRL to combat warriors in full plate, is simply tripping him. Consider the fighter (Level 19 Fighter Str 20, Dex 13, Con 16, +4 full plate, some magic giving +3 AC thus 10+12+1+3=26 AC, 14 Touch AC, 25 FFAC) and the follower (Level 1 Rogue, Str 11, Dex 13, Con 10). If the rogue attempts to trip the fighter, he must make an touch attack roll against the flat-footed fighter. He gets 1d20 + 2 (for flanking) versus an AC of 13 (neither armor nor dexterity counting). He's got 50% chance of succeeding at this. After that, he has to roll 1d20 and beat 1d20+5. He's got a 30% chance of succeeding at this (120/400). I'd of course rule that if you can't take an attack of opportunity, you can't respond to the trip attempt by trying to trip the attacker. This I'd do regardless of the situation. This means he's got a 15% chance of succeeding to trip the fighter. In a prolonged fight, it's DEFINATELY in the fighters best interest to get rid of the flanker ASAP. Should he fall prone, not only will the rogue get sneak attack bonus - the fighter would also gain -4 on AC and if trying to stand up, provoke an AoO. Still, I don't have a problem with a 19-th level warrior with almost superhuman strength and magic protection and full plate being able to ignore the threat of a 1-st level rogue for a couple of turns. On the other hand, if there's three of the first-level rogues, you're in for a problem. They can simply push you to the ground and do their work in whatever time they wish, two people grappling and one removing the helmet. Past that, I feel sorry for the fighter (except that dealing 1d6+1d4 damage to a grappled fighter means it will take an average of 28 turns for him to hit "dying", not including criticals.) tl;dr If you've got a full plate, the guys dagger is seriously NO threat at all. The risk consists of him throwing all his weight on you. [/QUOTE]
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