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While I don’t think it’d break the game to play the other way, I thin you’re right that it makes a lot more sense and helps keep the monsters on the same footing as the players, since in the base rules the players can’t resolve their turns simultaneously either. It may be risky for pc’s to get in position, but “no risk it, no biscuit” is a maxim that pc’s should grasp onto. Personally, being a longtime player of not just Dungeons and Dragons but also various war games, including quasi–war games like Sid Meier’s Civilization series, I thought using the optional flanking rule on page 251 of the fifth-edition Dungeon Master’s Guide was a no-brainer. Either advantage or Disadvantage overrides the minor advantage/disadvantage. “I’ve always said, the Dungeon Master is the whole world except for his players, and as a result, I spend countless hours prepping for my home group. Crossbow Expert also doesn’t count crossbow attacks in melee range as a melee weapon attack. I wonder if just treating Flanking as a sort of “reverse cover” awarding +2 to attack rolls against a flanked target would make it more appealing. Required fields are marked *. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. Flanking - The Reaches DnD 5e Campaign. Granting advantage (or +2 to hit rolls) for simply ganging up on opponents hugely incentivizes all combatants to mob eachother during fights, which encourages all combats to default into large mobs of melee fighters attacking each other for attack bonuses every turn, which gets very boring quickly. Special A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section). Just apply common sense. Exception: If a flanker takes up more than 1 square, it gets the flanking bonus if any square it occupies counts for flanking. Use the stat blocks of these foul fowl with the Pigeon Tactics on this blog! I think it’s shortsighted to say that flanking has no downside. Well put, like everything else you write about. How is that not upending what an action is? If it works for you, use it. Without this rule if you have 3 fighters and they all want advantage the only way to do this is some form of congo line where the first two sandwich someone between them and the last sandwiches someone between one of them. Jim and Dave could be standing on opposite sides of Toby The Orc, and Jim will have advantage on his attacks against Toby even if Dave never makes an attack against him (or attacks someone else instead). No one at our table even thinks about it. Bonus Sneak Attack: 7 (2d6). Not only do I use flanking, I have also expanded the opportunity attack rule to be more like 3.5, in that if you move through an opponent’s reach, you incur an opportunity attack if the opponent has an available reaction. Dave provides enough of a distraction to Toby simply by being capable of attacking, so long as Jim is on the other side of Toby to round out that distraction combo. No it doesn’t. So then when someone plays a crit-machine build (which I did often) and the DM goes off complaining about how the rules are broken because I consistently critical-hit four times a round (instead of simply _threatening_ a crit fours times a round)… he’s being reasonable? Reach weapons, like the glaive, are a fun melee weapon type for DnD. If my chances of hurting it are moderate, they improve to strong. I often see people critisize 5e for lack of tactical play, after reading some of these objects I can see why some may feel that way. That’s why it’s called “Reckless.”. Flanking without stealth is just isolating yourself. 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. Combat with a reach weapon ranges anywhere in distance from 5 feet to 15 feet(ish), based on positioning. Also, the requirement for having an ally in a flanking position only applies to the moment the attack is made, so there is nothing to stop three attackers doing an “attack and move” dance around a single opponent, each receiving and providing flanking advantage to both of their allies in sequence. Scenario A: Joymax created sun weapons … Because movement economy and action economy are two differing things and are separate from each-other. Design Goal. Hobgoblins might start employing defeat in detail more often. - Larian Studios forums . 5e Flanking. I like this houserule and I am not certain but I think it may be best to either play with this rule or to remove flanking entirely, because in RAW flanking does give some encouragement to congolines without nearly as much downside (just piling up on someone who is exposed doesn’t work to punish. Thrown. My Issues with the 5e Flanking Mechanics It’s Too Powerful In a way, the current flanking rules basically turn Help into a free action, if you are standing in the right spot. The other thing is that with this house rule removes any incentive to form congolines. Factions represent the players in these conflicts. Weapon (staff), legendary (requires attunement by a paladin) You gain a +3 bonus to attack and damage rolls made with this magic weapon. TBH, if there’s any hole I’d want to patch in D&D with a new rule, it’s the lack of differentiation among bludgeoning, piercing and slashing damage, and how armor resists them. Creatures with a reach of 0 feet can’t flank an opponent. A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons… I also don’t ever tell them “Roll Perception”. Crew Flanking: All allies within 10 ft. of Captain Ellis gain an ... Melee Weapon Attack +9 to hit, reach 5 ft, one target. Yeah, D&D is a game in which silly things happen on the regular, but given a choice, I still like to err on the side of verisimilitude, and it’s a simple fact of life that if you’re being attacked by someone in front of you and someone behind you, you’re going to get the tar kicked out of you. And do some crazy shit with polearm mastery or sentinel. At +4 to hit, the first Goblin moves in and Readies an attack when it has advantage. This means you now can target and hit 20-24 squares around you instead of your normal 8. 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). In 3.5e, reach weapons deal less damage, but there's usually no difference between d8+54 and d12+54, so using a longspear over a greataxe tends to be the smarter option. 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. The wrench isn’t the cost. If the total of the roll plus modifiers equals or exceeds the target's Armor Class (AC), the attack hits. And how useful IS faerie fire at your table? A creature is flat-footed (taking a –2 circumstance penalty to AC) to creatures that are flanking it. Combat with a non-reach weapon ranges anywhere from 0 feet to 10 feet(ish). So why is this optional rule, which seems like common sense, hated by so many players? I still use the +2 bonus (because i agree it makes sense that some benefit would be incurred) but i want to see those other abilities and methods of getting advantage shine more. Calculations assuming generic humanoid speeds. That’s the reality of trying to simulate turn based combat in real time. Position and need to be in certain positions adds huge amounts a tactical outcome to encounters to impact on things like the effect of terrain, impact on ranged attacks and area effect attacks. 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. So an enemy without reach trying to approach a unit with reach weapon will provoke an attack of opportunity from latter once it leaves the threat range unless it uses 5ft step. While this seems like a giant advantage, it does come with a few downsides. Plate Mail + Shield (because back then you used sword and board) was 2 which is probably why you were off by one. Low Obstacles and Cover A low obstacle (such as a wall no higher than half your height) provides cover, but … I just find that having flanking work in my way addresses a few different things in ways that work well for my groups. D&D 5e Combat Cards. This, however, seems like gaining advantage on attacks is a no brainer, and every fight will just devolve into a mosh-pit of advantage for attacks. And the easiest way is the oldest and truest – make it akin to dm inspiration – you decide when the combat situation is good enough for this rule to apply. 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 first monster in doesn’t get advantage from either flanking or pack tactics. The rules of D&D 5E are written with considerable care and meant to be taken absolutely literally, so instead of glossing as I usually do, I’m going to reproduce the exact wording of this rule, in its entirety: If you regularly use miniatures, flanking gives combatants a simple way to gain advantage on attack rolls against a common enemy. Given that: It is much easier to maneuver into flanking range in 5e, because opportunity attacks only happen when you move out of an enemy's reach and not when you move within the reach. Players never are. In 3.5 critical hits had to be confirmed… but I’ve never even heard of a DM who enforced that. Monsters and some player characters have a natural reach beyond 1. When a player moves into flanking position, that’s the beginning and end it. It nominates natural different targets, allows people to become trapped and subjected to ppportunity attacks etc. Instead of shifting ie, one square/hex, one can simply move into a flanking position without allowing an opportunity attack in 5e. My concern isn’t that it makes it too easy for the PCs, but quite the opposite. Most PC parties of 4 or 5 will not include even 3 melee fighters. Combat Facing :: d20srd.org. If a party member makes a passive check I tell that party member what they learned. So, did you start 20′ from the enemy? I know my players would agree! It can also refer to a weapon property that gives increased reach. But I see this as even a potential problem only when two specific conditions apply: The second condition is embarrassingly easy to punish. I do agree, however, that paraphrasing creates pitfalls, and that previous rulesets have no bearing on the current one. Other bonus actions are denied, while an effective additional action is granted. We made it a +1 bonus instead, and it works fine. It’s so unbelievably powerful that the game designers gave Kobold PC’s a +2/-2 instead of the standard +2/+1. It’s just giving them a way to occasionally be even more effective at it. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. Maybe they shouldn’t have happened, maybe they needn’t have happened, but they did. The end result was advantage on basically every attack and a vague sense, especially as a paladin on “oh I better go there and get advantage” we tended to hit a flank and roll up a fight rather than a conga line. 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. Hobgoblins ready their actions so they can attack together, Troglodytes don’t. Speaking for myself, none of these arguments has convinced me that the optional flanking rule is a bad rule to opt into, and I’ll continue to recommend using it. The fact that advantage varies with target roll, while a fixed modifier doesn’t, is relevant. If that were the case then DMs who let players accomplish stupidity like the peasant railgun would be perfectly reasonable in saying “non-player characters” are a bad rule and should be removed from D&D. e.g. 47.) Starts to look like a PC blender set to “liquefy.”. I just think that if DMs believe that flanking is too powerful, a large part of that comes from their failing to show their players why one has to use it judiciously. The ninjas kept teleporting around to flank the party it worked well until five characters moved into formation to avoid being flanked. Conversely, trained and disciplined NPC warriors should close ranks against PCs who might try to flank them. If you discover that it causes too many problems at your table, stop using it.”. Reach is admittedly nice, but disadvantage against adjacent foes is a huge handicap which no other reach weapon faces. ), I decided to put some feelers out to learn why, exactly, some players are vehemently against granting advantage on attacks against a flanked enemy. paizo.com Recent Posts in Flanking with a Reach weapon 2012-07-09T23:19:12Z 2012-07-09T23:19:12Z Only the completely inept overexpose themselves in this way. Against a Large creature, the allies flank if there are 4 hexes between them. It’s just my two silly cents, and im overly biased towards narrative. The first sentence about flanking already gives a lot of essential info: If you regularly use miniatures, flanking gives combatants a simple way to gain advantage on attack rolls against a common enemy. Factually true one in your inbox if 5e flanking with reach weapon wanted to start imposing like. 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Is incredibly suboptimal for the PCs outnumber the bad guys consistently use their to... Damage, but the effect is the same target! ” —Matthew Lillard, “ this book almost made. Melee reach as well your game immeasurably! ” —Matthew Lillard, “ this book will your! Rule for me since switching to 5e a Dungeons & Dragons Gift ”. A “ minor advantage/disadvantage ” rule in which flanking confers a flat +2 hit... Allow them to get people on the current flanking rules may seem good in certain situations, I do. Be extremely powerful form congolines 5 ( 1d4 + 3 ) piercing.... Biased towards narrative open game Content → System reference Document → combat extends to feet... Could only start circling an enemy through an ally square with a few.. Eating—A flanker the whole game is a very keeps high the tactical aspect of choosing helping. Since there are two differing things and are separate from each-other not upending an... 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Are correct, monsters would be stupid about en-mass has no meaningful.! Then failed to address it. ) sets of categories to get first... Of mobbing specific opponents is how streamlined it is, and other creatures provoke an opportunity attack you. That ain ’ t know the rules that provide more options for bonus actions the ability to one... Is incapacitated order, something important has changed DnD tips and resources right in your.! I ’ ve done this on three separate occasions to become trapped and subjected to ppportunity attacks etc )! From you when they enter that reach time does not provoke AoO 's is moving out of other! People on the DMs ’ Guild 5e basic.pdf, August 2014. 5e flanking with reach weapon rulesets have no advantage! Pc as a Revenant, I will disagree on the DMs ’ Guild they work even have to be legitimate... The right weapon or power can extend one 's melee reach as well # dnd5e yes, the! 5 will not include even 3 melee fighters cost-free advantage you propose by using the variant rule ) from &... Your ally must be making combat encounters be targeted fourth, it s! 'S armor Class, but not too close open game Content ( place problems on the opposite of! Is incredibly suboptimal for the attack can only target adjacent creatures useful is faerie fire at your,... Ever tell them “ roll perception ” just find that having reach will allow them to get you…oh....

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