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5e Flanking - the good, the bad, and the broken?
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<blockquote data-quote="Blue" data-source="post: 8432280" data-attributes="member: 20564"><p>A group I'm in the DM is considering using the flanking rules, which grant advantage. I've used them and personally felt that it cheapened all of the features that granted sneak attack, made advantage too common, and lessened impact of AC such that it wasn't worth any opportunity costs anymore.</p><p></p><p>But the DM was running during 3.5 days when flanking was common, and his old DM from that time will be joining the group as well and has pushed for it when the current DM brought it up.</p><p></p><p>I want to present the DM with some of the ways it changes the tenor of play so that he can determine if that is to his (and the rest of the group's) liking or not, as well as some of the ways it can be abused.</p><p></p><p>I am not saying this isn't a valid variant. I am saying that I personally did not enjoy it, and I want to compile a list (positive as well - I'll be fair) of way that play changes when the variant is used so he can make an more informed decision then "flanking was fun in 3.5". It's not a dealbreaker to me if he chooses it, but I do at least want him to make the call with his eyes open. And who knows, maybe I'll be the one convinced.</p><p></p><p>So, what experiences do you have with it? The good, the bad, the broken?</p></blockquote><p></p>
[QUOTE="Blue, post: 8432280, member: 20564"] A group I'm in the DM is considering using the flanking rules, which grant advantage. I've used them and personally felt that it cheapened all of the features that granted sneak attack, made advantage too common, and lessened impact of AC such that it wasn't worth any opportunity costs anymore. But the DM was running during 3.5 days when flanking was common, and his old DM from that time will be joining the group as well and has pushed for it when the current DM brought it up. I want to present the DM with some of the ways it changes the tenor of play so that he can determine if that is to his (and the rest of the group's) liking or not, as well as some of the ways it can be abused. I am not saying this isn't a valid variant. I am saying that I personally did not enjoy it, and I want to compile a list (positive as well - I'll be fair) of way that play changes when the variant is used so he can make an more informed decision then "flanking was fun in 3.5". It's not a dealbreaker to me if he chooses it, but I do at least want him to make the call with his eyes open. And who knows, maybe I'll be the one convinced. So, what experiences do you have with it? The good, the bad, the broken? [/QUOTE]
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5e Flanking - the good, the bad, and the broken?
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