reiella
Explorer
Amal Shukup said: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
True on most of those, and I frankly don't want to deal with facing in general to be honest

And I think flanking rules make sense as well, I just have difficulty seeing how they're justified anymore. RAW implies that they work in a concept/method similiar to AoO in that it's the attacker taking advantage and able to get a 'better shot' because of a flanking (which the defender may or may not be aware of) exists opposite of him. While to me, it seems that an attacker taking advantage of anticipating your ally's movements feels more like an AoO situation.
Hmm interesting thought I just had.
What exactly would happen when someone tried to move through the same square as a non-ally who was invisible (say in combat). They would pretty much just 'bump' off him, right?
Hmm, that concept works much better for me in order to explain (to myself
