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Tactical Combat Module, hasn't it always been there?
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<blockquote data-quote="ninjayeti" data-source="post: 7935697" data-attributes="member: 6789120"><p>5E has tactical rules the way the <em>Transformers</em> movies have a plot - yeah, technically something meeting that definition is present, it just doesn't seem like anyone has put any real thought into it. </p><p></p><p>For example using the DMG optional flanking rule without some houserule changes to AoO means flanking is not only a much bigger bonus (advantage vs. a flat +2) but it is way easier to get because in 5E you can just wade through a creatures' reach to get behind it without drawing an AoO. Essentially the 5E flanking rule is: if you outnumber an enemy you have perma-advantage on any melee attacks. Whereas in 3.x flanking was balanced by the AoO and 5-foot step rules to make it harder to get. </p><p></p><p>Now it is not an big deal for me personally because I can (and have) cobbled together something that works for me and my group. But I imagine new players who might otherwise enjoy more tactical games trying it out and thinking tactical combat was just unworkable. </p><p></p><p>But hey, YMMV so I would encourage you to try out the optional rules yourself and draw your own conclusions. Pointing to a laundry list of optional rules that you haven't used at your table and saying "THIS should satisfy people" isn't a particularly compelling case.</p></blockquote><p></p>
[QUOTE="ninjayeti, post: 7935697, member: 6789120"] 5E has tactical rules the way the [I]Transformers[/I] movies have a plot - yeah, technically something meeting that definition is present, it just doesn't seem like anyone has put any real thought into it. For example using the DMG optional flanking rule without some houserule changes to AoO means flanking is not only a much bigger bonus (advantage vs. a flat +2) but it is way easier to get because in 5E you can just wade through a creatures' reach to get behind it without drawing an AoO. Essentially the 5E flanking rule is: if you outnumber an enemy you have perma-advantage on any melee attacks. Whereas in 3.x flanking was balanced by the AoO and 5-foot step rules to make it harder to get. Now it is not an big deal for me personally because I can (and have) cobbled together something that works for me and my group. But I imagine new players who might otherwise enjoy more tactical games trying it out and thinking tactical combat was just unworkable. But hey, YMMV so I would encourage you to try out the optional rules yourself and draw your own conclusions. Pointing to a laundry list of optional rules that you haven't used at your table and saying "THIS should satisfy people" isn't a particularly compelling case. [/QUOTE]
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