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Optional Facing Rule: do you use it?
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<blockquote data-quote="aco175" data-source="post: 7431288" data-attributes="member: 27385"><p>We play with the optional flanking rules and not facing. Flanking seems to take away most of the facing problems mentioned and gives a bit on the flanking where one character free moves around the bad guy and the other can now use advantage. It is not perfect, but works for my game and the players like it, even when the bad guys use it. Also makes the combat faster. </p><p></p><p>I allow monsters and PCs to have 360 view which is not perfect either, but allows for them to see someone moving past them and turn to keep them in view. As much as I do not like using real world examples in game mechanics I can see that fights involving someone moving around me would still involve me being aware of them , if not turning to keep up with them. Flanking where you add another person makes it harder to keep track of both should grant advantage.</p></blockquote><p></p>
[QUOTE="aco175, post: 7431288, member: 27385"] We play with the optional flanking rules and not facing. Flanking seems to take away most of the facing problems mentioned and gives a bit on the flanking where one character free moves around the bad guy and the other can now use advantage. It is not perfect, but works for my game and the players like it, even when the bad guys use it. Also makes the combat faster. I allow monsters and PCs to have 360 view which is not perfect either, but allows for them to see someone moving past them and turn to keep them in view. As much as I do not like using real world examples in game mechanics I can see that fights involving someone moving around me would still involve me being aware of them , if not turning to keep up with them. Flanking where you add another person makes it harder to keep track of both should grant advantage. [/QUOTE]
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Optional Facing Rule: do you use it?
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