SylverFlame
First Post
Okay, here's what I was thinking. Flanking rules as they stand don't make a lot of sense and this can be a problem. Also, all the house rules I've seen have been fairly complicated, or just got so out of hand that it drives me nuts. So, here's the system I've thought up. Please, constructive critacism is appreciated, but troll-ing is just plain mean, it makes me cry...
*sniff*
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FLANKING
To flank someone, at least two people must be present and must have at least one five foot square between them.
eg:
* * A (This is acceptable where A=Attacker, and D=Defender)
* D *
* * A
* * A (This is NOT acceptable as the Defender can )
* D A (adequetely defend against both attackers.)
* * *
Next, the attackers gain a flanking bonus equal to the total number of attackers, minus the number of attacks per round the defender has (based on BAB, AoO's do NOT count in this number), minus one (this cannot be less than zero). Even if a flanking bonus is zero, the character is still considered flanked (this affects a situation below).
eg: A 20th level fighter has four attacks per round (+20/+15/+10/+5). This means that if eight people are attacking, those eight people each recieve +3 to their attacks due to flanking (8 attackers - 4 fighter attacks per round - 1= 3).
Finally, a person may not recieve a flanking bonus, or be counted for determining flanking bonuses if they themselves are flanked.
eg: In the 8 attacker example above, one of those attackers is flanked by a comrade of the figher.
A A A R (A=Attacker, F=Fighter, R=Fighter's Friend, B=Flanked )
A F B * (Attaker)
A A A R
In the above diagram, since the flanked attacker is flanked by the fighter's two friends (the fighter is not an eligable flanker as he is flanked himself) that attacker cannot flank the fighter, so the bonus to every other attacker is +2.
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The idea here is to add a little realism to flanking and to add a level to tactical combat that the system can sometimes lack. Obviously, fighter-type characters benefit the most from this, but hey, they should because combat is their world.
The problem I have is keeping the realism at the level this system gives (ie. if you're flanked, you're more worried about not getting hit than hitting the guy you're flanking), but keeping it simple. The last part is a little complicated and essentially needs miniatures.
So what do people think? Suggestions?


____________________________________________
FLANKING
To flank someone, at least two people must be present and must have at least one five foot square between them.
eg:
* * A (This is acceptable where A=Attacker, and D=Defender)
* D *
* * A
* * A (This is NOT acceptable as the Defender can )
* D A (adequetely defend against both attackers.)
* * *
Next, the attackers gain a flanking bonus equal to the total number of attackers, minus the number of attacks per round the defender has (based on BAB, AoO's do NOT count in this number), minus one (this cannot be less than zero). Even if a flanking bonus is zero, the character is still considered flanked (this affects a situation below).
eg: A 20th level fighter has four attacks per round (+20/+15/+10/+5). This means that if eight people are attacking, those eight people each recieve +3 to their attacks due to flanking (8 attackers - 4 fighter attacks per round - 1= 3).
Finally, a person may not recieve a flanking bonus, or be counted for determining flanking bonuses if they themselves are flanked.
eg: In the 8 attacker example above, one of those attackers is flanked by a comrade of the figher.
A A A R (A=Attacker, F=Fighter, R=Fighter's Friend, B=Flanked )
A F B * (Attaker)
A A A R
In the above diagram, since the flanked attacker is flanked by the fighter's two friends (the fighter is not an eligable flanker as he is flanked himself) that attacker cannot flank the fighter, so the bonus to every other attacker is +2.
___________________________________________
The idea here is to add a little realism to flanking and to add a level to tactical combat that the system can sometimes lack. Obviously, fighter-type characters benefit the most from this, but hey, they should because combat is their world.
The problem I have is keeping the realism at the level this system gives (ie. if you're flanked, you're more worried about not getting hit than hitting the guy you're flanking), but keeping it simple. The last part is a little complicated and essentially needs miniatures.
So what do people think? Suggestions?