ExploderWizard
Hero
I enjoy using minis in my D&D games but hate getting bogged down in grid fiddliness. The flanking rules combined with the penalties for trying to move turned a lot of 3E combat into very static chess matches.
I was taking a look through the 5E DMG and looking over what optional stuff I want to add to my campaigns and read up on the flanking. The less OA centric madness and the absence of losing the full attack option for movement have made playing with minis much more fun in 5E but the precise chess piece like positioning is still part of the flanking rules.
I am working on a way to use the concept while abandoning the square occupation fixation. Outnumbering an enemy and being able to attack from multiple angles should be an advantage so I'm keeping that part. My compromise is that a combatant facing foes on more than one side grants advantage to those foes. Those sides DO NOT have to be directly opposite of one another.
So getting ganged up on and "wrapped" by an enemy force is bad and very easy for a more numerous foe to do in open terrain.
Adventurers can rise to levels beyond ordinary troops though! The second part of this option allows for a more heroic defensive capability for those who have risen above the ordinary. For every point of proficiency bonus beyond 2 the defender has, one more attacker is required to gain advantage from a multi-sided attack. So if a fighter with a +3 proficiency bonus is attacked by only 2 attackers, they cannot gain flanking advantage by themselves. It would require at least one more attacker to gain the bonus. Thus you can have a small group of highly skilled fighters in a tight formation that would be impossible to flank, just because they were that awesome.
The proficiency bonus improvement could be applicable to only the martial classes for those that want to give them an extra edge in melee combat.
I'm going to try this out and see how it goes. Any thoughts, or opinions about the concept?
I was taking a look through the 5E DMG and looking over what optional stuff I want to add to my campaigns and read up on the flanking. The less OA centric madness and the absence of losing the full attack option for movement have made playing with minis much more fun in 5E but the precise chess piece like positioning is still part of the flanking rules.
I am working on a way to use the concept while abandoning the square occupation fixation. Outnumbering an enemy and being able to attack from multiple angles should be an advantage so I'm keeping that part. My compromise is that a combatant facing foes on more than one side grants advantage to those foes. Those sides DO NOT have to be directly opposite of one another.
So getting ganged up on and "wrapped" by an enemy force is bad and very easy for a more numerous foe to do in open terrain.
Adventurers can rise to levels beyond ordinary troops though! The second part of this option allows for a more heroic defensive capability for those who have risen above the ordinary. For every point of proficiency bonus beyond 2 the defender has, one more attacker is required to gain advantage from a multi-sided attack. So if a fighter with a +3 proficiency bonus is attacked by only 2 attackers, they cannot gain flanking advantage by themselves. It would require at least one more attacker to gain the bonus. Thus you can have a small group of highly skilled fighters in a tight formation that would be impossible to flank, just because they were that awesome.
The proficiency bonus improvement could be applicable to only the martial classes for those that want to give them an extra edge in melee combat.
I'm going to try this out and see how it goes. Any thoughts, or opinions about the concept?