So, as everyone here is aware, 5e removed the 5 foot step mechanic. A glaive can deal 1d10 slashing damage, which also makes it one of those weapons that can deal more than your average bit of physical damage. Of course, most of these attacks are made with the assumption that you're likely lunging/moving towards your opponent (rather than sitting at the back of your space), but the point is still relevant. Most PC parties of 4 or 5 will not include even 3 melee fighters. Weapons are grouped into several interlocking sets of categories. e.g. All of these squares are now ones that you threaten and anyone in that range can be targeted. With this section, you make the clear implication that both flankers need to be attacking the same target, but this is not a requirement by the rules as written. you need to get people on the other side of the congoline to punish.) It’s not well balanced. I think a big reason why flanking is optional is that playing on a grid is also optional, and it’s difficult to adjudicate flanking without a grid. -Once to a Construct assassin who they encircled completely so it couldn’t even escape. Humanoids may have learned that this is how the world works, and they can more quickly defeat opponents they slightly outnumber by being more aggressive and circling. The Oath of Deliverance is an attestation that there are laws greater than the laws of governors and judges, kings and emperors—laws of freedom, justice, benevolence, and dignity. Too much more effective? I recommend it to all DMs and am getting your book. There’s a reason why marksmen and spellslingers are wise to keep their distance: they tend not to be durable. ), I decided to put some feelers out to learn why, exactly, some players are vehemently against granting advantage on attacks against a flanked enemy. Intelligence 7 might indicate that, but not Intelligence 6. Is there a monster you’d like me to analyze that I haven’t looked at yet? First time DM, and I instinctively added the optional flanking rule. Perhaps if you are using the flanking rules, then, you might consider adjusting the XP award / difficulty estimate for encounters with both lots of critters and the sense (or instinct) to take advantage of the flanking rules. Salvatore, Bookshop Amazon Barnes & Noble TargetIndigo Kobo Google Play iBooks. “Still, there’s one critique of the flanking rule that I can’t dispute: Other DMs used this rule, and these bad things happened to them. The intention of 5E is that you either have advantage on your attack, have disadvantage, or have nothing but your weapon and a smile. Flanking (5e Variant Rule) From D&D Wiki. If the melee fighting PCs outnumber their enemies, then it is very likely that they will almost always have advantage on their attacks, and if the enemies outnumber melee fighter PCs (which will much more likely be the case most of the time) then their enemies will almost always have advantage. Wow, that is really solid advice. What do you think about a house rule like “the character’s AC receives a -1 penalty on the second attack made against him in the same turn, -2 on the third and so on” (ignoring of course the characteristic design of this edition of not using such penalties)? Well, in that case, do whatever you like, and then write a blog post about it, and argue with all the people who come by to disagree with it. Because you now threaten and control so much more space, enemies almost never leave your range in close combat scenarios. Don’t let players bog it down with tactical discussions that their characters could never have in the middle of a battle. I wouldn’t do it this way, personally, because what you’re effectively doing is giving everyone the Help action as a bonus action, but restricting its use to this one particular circumstance—and forcing them to choose between it and any other bonus action they may have. Front and back flanks, note the one in front still gets the bonus. *Use What number you like for advantage, but a fighter can reasonably be expected to have 12 hp. Reach Weapons Let you Reach Further. See the surprisesection for more information. It’s more like a feeding frenzy in the ocean gobbling up a school of fish. You’re far from a simple blacksmith, and our Rune Knight 5E guide will show you! I have run a combat where the 3 melee pc’s tangled with a group of 4 duergar in a swirling mass of melee where every attack on both sides was granting advantage. ): an alternating row of PC, enemy, PC, enemy, PC, enemy, etc., which all the combatants gravitate to in order to gain flanking advantage. The whole game is a conceit in the first place. If you have a minor advantage, you gain a +1 to the roll UNLESS you also have advantage or disadvantage. No one at our table even thinks about it. Those that didn’t were all almost killed. As someone who mostly plays rogues, flanking bonus makes a big difference. While this seems like a giant advantage, it does come with a few downsides. Reach weapons, like the glaive, are a fun melee weapon type for DnD. This does not give a ranged character advantage to attack and negate their disadvantage for being in melee range of their target. But let’s say that a PC party of 5 consists of a wizard, bard, paladin, non-archer fighter, and a monk. Against a Large creature, the allies flank if there are 4 hexes between them. Let them have it, but don’t let them have it cheap. Reach. Giving advantage for maneuvering like that is just too easy in most combats, even with plentiful environmental effects and terrain. Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. FLANKING ... Only a creature or character that threatens the defender can help an attacker get a flanking bonus. Maybe they shouldn’t have happened, maybe they needn’t have happened, but they did. So the new Dungeons & Dragons 5th edition has minimized the combat system and veered away from advanced tactical rules and Flanking can not be found in the player’s handbook. The PCs significantly outnumber their enemies (or enemy, in the case of a single monster). Flanking is a mechanic that alters the balance of combat to favor the side with more creatures, which is already favored by the nature of D&D’s combat system. That is technically true. Back to Main Page → 5e Homebrew → Rules. Because if so, you were in range for *them* to get the first flanking attacks. The assumption that it takes a good deal of intelligence to figure out that two attackers have a greater chance of dealing damage when in front of and behind their enemy, to me is laughable. This seems to me to fall into the “deal with it” category of problem, not the “OMG something must be done to fix this” category. The ninjas kept teleporting around to flank the party it worked well until five characters moved into formation to avoid being flanked. Reach is admittedly nice, but disadvantage against adjacent foes is a huge handicap which no other reach weapon faces. The point about “devaluing other methods of advantage.” Yes. On the other hand, I can’t see how such a thing could happen without the DM’s aiding and abetting it. Flanking Source Core Rulebook pg. Is everyone just fighting in big flat open fields or something? Maybe if I were still playing GURPS I’d go for this, but D&D 5E has a different design philosophy—to streamline everything as much as possible, scraping away the barnacles that clogged up earlier D&D rulesets—which inclines me either to use the optional rule as offered or to forgo it entirely. The first monster in doesn’t get advantage from either flanking or pack tactics.”. When making a melee attack against an adjacent target, your target has cover if any line from your square to the target’s square goes through a wall (including a low wall). Reckless Attack confers advantage—to both sides—in proportion to number of attack opportunities. Well, the first thing that came up to my mind, that is somewhat of a compromise (which is most probably unnessasary and unwelcomed) is to let that flanking rule work only on a first attack (or attack during this turn) of a creature that had just engaged in combat with another creature. Similar inconsistencies pop up all over the place in almost all the combat rules, not just the flanking rules. In my estimation, the reason you see my solution as restrictive is because the current rule has no meaningful restrictions. Paladins who swear this oath serve those who suffer under the weight of tyranny and cruelty: the downtrodden, the persecuted, the abused. But as you noted, it’s personal preference. That doesn’t by itself make the game unbalanced. Combat is cyclical; everybody acts in turn in a regular cycle of rounds. That’s certainly the DM’s prerogative, though personally I would choose the option that requires less tracking and statements of intention. I’ve personally never seen anything wrong with using Flanking, but I’ve only been able to think about it conceptually, personally – I’ve yet to have an opportunity to use battle maps as a DM, though I plan to do so in my next campaign – but this is some much appreciated and sound advice on how to apply Flanking in order to enhance the tactical experience without impeding on the rest of combat. Now running a 5E campaign for my wife and her coworkers and loving it. Your evaluation of the mathy bits has caused me to re-reconsider and I think that advantage is just fine. Based on our pacing and scaling, this will tend to favor the NPCs in most average encounters, and the PCs only in the occasional boss encounter. The ally doesn’t even have to be attacking the same target!”. Hobgoblins ready their actions so they can attack together, Troglodytes don’t. As a DM, though, I’d require them to attack the same target in order to gain the benefit, even if it’s not RAW. One important bit to remember as DM – unless your monster holds their attack action (which doesn’t make sense unless they are trained and organized), each monster should resolve their entire turn before going to the next. Even though RAW don’t require it as part of the action economy, making it into a choice for a player allows them to feel as though flanking is an actual tactical move, with costs an benefits to be weighed. Exception: If a flanker takes up more than 1 square, it gets the flanking bonus if any square it occupies counts for flanking. Opportunity Attacks are still attacks. However, they can often be misused and sometimes new players have questions about their rules. When a player moves into flanking position, that’s the beginning and end it. Hit: 5 (1d4 + 3) piercing damage. The reason “murder-hoboism” is endemic in tabletop rpgs like D&D is because most DMs are only tactically and strategically capable of being murder hobos themselves. Didn’t even realize anti-flankers were a thing until this thread. The fact that they are doing it en-mass doesn’t magically invert stupidity into intelligence. I always enforced it and so did every DM I ever played with. Sure, kobolds could get in the conga line for flanking advantage. Reach. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. However, as DM, you’re the master of ceremonies, and you have the right and the responsibility to impose a measure of discipline, such as not allowing players to discuss their tactics with others in the middle of a battle (verisimilitude again) and giving them a limited amount of time to declare their actions. Place problems on the other side of its space qualifies for flanking questions! Not requiring confirmation of critical hits had to be stupid not to mob up and things. In to flank literally means to protect or threaten the sides one:! 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