Amal Shukup said:Ignore a combatant totally? Closed eyes?!? Seriously!?!
Sounds like the character is completely helpless vs that opponent that round... I don't see why the Goblin can't 'Coup de Grace' him (carefully and meticulously opening a femoral artery, say. Colorfully described as 'slicing the bottom off a water balloon'). Or, how about effectively Zero Dex?
"Oh, I'm not ignoring him THAT much!" Fine. You're flanked.
And yet according to RotG, it's not necessary to "completely ignore" him; only that you can't see him.
And you're not completely helpless against someone you can't see; they can't CDG; they simply gain the benefits of total concealment.
Amal Shukup said:I completely agree, but the attacker should still get all the advantages associated with Flanking whether he can be seen or not...
And you're not completely helpless against someone you can't see; they can't CDG
Hypersmurf said:Well, he does, even according to the RotG. Whether the attacker can be seen or not is irrelevant. It's only required that the attacker's ally can be seen.
reiella said:I'm halfway tempted to do away with flanking or use the facing rules from ua to just get rid of the logical conundrums QUOTE]
Facing just creates more conundrums (I think). I'm speaking in the general sense, as I'm not familiar with the UA rules at this point.
- Rounds are six seconds long. I have to face one way the whole time? Why?
- Whatya mean I don't threaten the square behind me?
- I have 4 attacks this round, I can't chop everybody around me?
- What if my weapon points this way, but I'm looking over here?
- Which way is the gelatinous cube facing, exactly?
- I have to wait until my turn before I can turn to face the guy with the axe?
I actually think the flanking rules made sense - right up until the RoTG thing...
A'Mal
Amal Shukup said:My position - which I'm not suggesting is canon - is that if two folks flank another - they both get flanking bonusses whether they can be seen or not. They may get additional bonusses if they also have concealment.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.