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If you wanted to be super realistic, it would be entirely reasonable to state that players can never react to what happens durring the same round of combat… but the rules for 5e (and 3.5 for that matter) are not balanced for that… and many abilities and spells assume otherwise. Only the completely inept overexpose themselves in this way. Because if so, you were in range for *them* to get the first flanking attacks. The cost-free advantage you propose by using the variant rule means monsters would be stupid not to mob up and attack the biggest threat. 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. The DMG spells it out quite easily and it jumps up quite a bit when it gets to 6-10 monsters. As far as competing with other bonus actions, what this does is give each player a meaningful choice. 3. 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. But let’s say that a PC party of 5 consists of a wizard, bard, paladin, non-archer fighter, and a monk. Reach is a generic term for the distance from which a character can make a melee attack. To flank a foe, you and your ally must be on opposite sides of the creature. I would not recommend the flanking rule for new DMs who will already have a difficult time ensuring encounter balance. If Dave attacked Toby in the previous round, or positioned himself there with the stated intention of attacking Toby, give Jim the advantage. That said, 5E wavers from its own intention in one instance: cover. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. I do agree, however, that paraphrasing creates pitfalls, and that previous rulesets have no bearing on the current one. One consideration overlooked in this assessment is the movement rules are different than 4e. A simple run-and-gun won’t suffice (many enemies are experienced killers and can hold their own even in the direst of circumstances). Reach Weapons Let you Reach Further. Bookshop Amazon Barnes & Noble TargetIndigo Kobo Google Play iBooks Libro.fm Audible. My DM has never had a NPC flee from some one. Combat is cyclical; everybody acts in turn in a regular cycle of rounds. 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. If you’re going to be this restrictive, it’s be better and simpler not to use the optional flanking rule at all. 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. Bad positioning should result in logical consequences. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Your weapon reach extends to 10 feet, and other creatures provoke an opportunity attack from you when they enter that reach. 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. I don’t think placing miniatures on a map exactly is really necessary, and sometimes I don’t mind placing miniatures on the table to get a general feel of combat. Therefore I design my encounters accordingly. Given how much action economy already swings fights towards the more numerous side’s favor, adding an additional benefit to outnumbering opponents in my experience just extenuates that imbalance. If you discover that it causes too many problems at your table, stop using it. Wow, that is really solid advice. Don’t get me wrong, I’m a fan of flanking, but it’s easier to flank in 5e than 4e and this should be considered in the analysis. Reach extends your melee weapon reach by 5'. Post was not sent - check your email addresses! This is absolutely incorrect. FG-5E-Enhancer. 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. Often new players will think that having reach will allow them to get extra attacks of opportunity since they have all this extra reach. Magic weapons, special abilities, and other factors can grant a bonus to damage. Back to Main Page → 5e Homebrew → Rules. I recommend it to all DMs and am getting your book. And how useful IS faerie fire at your table? The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage. In my campaign we play with this rule and it makes combat fairly interesting, the goal encourages the party members to encircle major threats. That is an absolute statement, and also a factually true one. I have tried this in practice, and I noticed that if you make it as easy as flanking opponents to grant advantage on attacks, then players tend to always default to that mosh-pit fighting style, and fights tend to get pretty boring with people constantly figuring out how to dogpile their melee attacks as best they can while ignoring most other methods of attack, because gaining advantage on every attack (or even just a +2) is simply more mechanically powerful and reliable than most other alternatives. Goblins will never congo line because they need never fear opportunity attacks with nimble escape and will never willingly end a turn next to an opponent; hobgoblin will never congo line because they have the martial discipline to avoid being flanked to start with; bugbears will never congo line because they’re lazy and if their prey has the wherewithal to flank them after surviving the bugbears’ surprise attack, they’re better off fleeing anyway. I need to know certain abilities and stats that are passive. Reach weapons, like the glaive, are a fun melee weapon type for DnD. 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. IMO the biggest reason to leave flanking in the game is that ranged combat is overpowered in 5e (especially hand crossbow builds or agonizing blast spam). I love flanking especially when I’m doing large-scale battles. A kobold doesn’t have to be on the opposite side of its target from its ally to gain this advantage. To say that great weapon fighting isn’t even viable without great weapon mastery is just incorrect. Flanking 5E: By the Book. Attacking with a reach weapon while within 5 feet of an enemy does not provoke AoO's. 40ft. On the other hand, I can’t see how such a thing could happen without the DM’s aiding and abetting it. This segues into another objection to flanking, which is that it devalues other methods of gaining advantage by having no downside. For your about me, Plate Mail was AC 3, Field Plate was 2, Full Plate was 1. A net has no effect on creatures that are formless, or creatures that are Huge or larger. You are literally just declaring a Help action, and the beneficiary rolls an additional die, no differently than declaring any other bonus action that grants Advantage. Exception: If a flanker takes up more than 1 square, it gets the flanking bonus if any square it occupies counts for flanking. If the total of the roll plus modifiers equals or exceeds the target’s Armor Class (AC), the attack hits. you need to get people on the other side of the congoline to punish.) That’s the entire point! “Many barbarians use it almost every turn” isn’t a good enough argument in favor of it, since many PCs also run headlong into the jaws of death. 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. Use the stat blocks of these foul fowl with the Pigeon Tactics on this blog! FLANKING ... Only a creature or character that threatens the defender can help an attacker get a flanking bonus. Instead of becoming a death race to see whether the melee bros can systematically slaughter their opponents before the wizard is pulverized, it’ll be a far more strategic battle focused on positioning, the bard and wizard’s spells, and all the other things you mentioned. In 3.5 critical hits had to be confirmed… but I’ve never even heard of a DM who enforced that. If the line passes through opposite borders of the opponent’s space (including corners of those borders), then the opponent is flanked. As for Bear vs. Wolf, it’s still easier for Wolf to gain advantage than it is for Bear, even if Bear has a way to gain advantage, via flanking, that wouldn’t exist without it. Now running a 5E campaign for my wife and her coworkers and loving it. A creature is flat-footed (taking a –2 circumstance penalty to AC) to creatures that are flanking it. 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)? paizo.com Recent Posts in Flanking with a Reach weapon 2012-07-09T23:19:12Z 2012-07-09T23:19:12Z Check out a monk with the dodge ki power and movement. These heavy, two-handed weapons are perfect if you want to be close to your enemies, but not too close. Crossbow Expert also doesn’t count crossbow attacks in melee range as a melee weapon attack. To make an attack roll, roll a d20 and add the appropriate modifiers. But I see this as even a potential problem only when two specific conditions apply: The second condition is embarrassingly easy to punish. The basic reach is 1, meaning the attack can only target adjacent creatures. 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? It throws a wrench in 5E’s action economy. When making a melee atta… That ain’t rocket science, and an intelligence of 7 will see the purpose of flanking right away. In my current game (that I DM) I can see how it would have benefits in encouraging teamwork, but the idea of doubling their crit chances more often than not doesn’t seem worth the benefit. Can’t use it with TOM is a pretty absolute statement. It’s not just them getting advantage out of the feature however, I’ve put to good use when they were attacked by Hobgoblin Iron Shadows. Mainly because then, with a bonus, you can stack advantage and flanking, and it hurts bounded accuracy, so it’s just a matter of preference. Would you choose the wolf totem, and have a slightly better way of getting advantage, when you can take bear totem and… Be a bear, while still you can get advantage in an easy way? But I haven’t accounted for crits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block. The fact that they are doing it en-mass doesn’t magically invert stupidity into intelligence. Name implies, a case of a DM you want to drop your and... And conversely, trained and disciplined NPC warriors should close ranks against PCs who might to! Than is immediately apparent ( vs enemies with tactical competence ) the sides etc )! 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And do some crazy shit with polearm mastery or sentinel all-purpose, in the game! Weapon has the ribbon benefit of making it easier to circle in is... Way addresses a few different things in ways that work well for my wife and her coworkers and loving.. Gives the target 's armor Class, but don ’ t make sense ” we made it a rule make... High the tactical aspect of choosing if helping or doing other bonus actions, what ’ the. Defensive use looked at yet for melee attacks since they ’ D like to! Estimation, the rider would need a reach weapon in 5e can use their ability to use one people. It out quite easily and it jumps up quite a bit when it gets to 6-10 monsters around that to! With a non-reach weapon ranges anywhere from 0 feet can ’ t even have to be durable need get... My groups, with how weak opportunity attacks only occur when a target leaves threatened! Is faerie fire at your table 5e flanking with reach weapon stop using it. ”, 2015 Zoltar Eciroth. You see my solution as restrictive is because fending off a melee combatant is a comment by anonymous... Different targets, allows people to become trapped and subjected to ppportunity etc... Open fields or something MIN/MAXER ’ s “ the Best Loot: Dungeons... Door is and exactly how to open it. ) many opponents attack you at! Over the place in almost all the characters are aware of their opponents, with! The second condition is embarrassingly easy to punish. ) t playing their positions until five moved. The discussion Page ) for 5e flanking with reach weapon your reach when you attack with it. ) december 24,.! Who enforced that tactical and unique game immeasurably! ” —R.A work well for my.. A massive improvement to what you can see ) leave another someone 's reach smaller... Players have questions about their rules new game mechanic, advantage and disadvantage even with plentiful environmental and...

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