Flanking doesn't factor into it. You and your buddy can stand next to each other. As long as your buddy is next to the target, it works. This also allows you to shoot ranged weapons at enemies that are next to your buddies, and get Sneak Attack.
Flanking doesn't factor into it. You and your buddy can stand next to each other. As long as your buddy is next to the target, it works. This also allows you to shoot ranged weapons at enemies that are next to your buddies, and get Sneak Attack.
Flanking gives you advantage, that DOES factor into it, because advantage is better than just plain sneak attack.
Hollow unbreakable arrows are the most OP common magic item, and my current method of coming up with insane combat shenanigans.
if you make a steel pipe with one end closed and a nozzle on the other, you can enlarge it, fill with any liquid, and then drop concentration, creating a high pressure squirt gun. (or a pipe bomb, depending if it holds)
The high ground (still not sure if that’s a house rule or not)
What's the "high ground" rule?
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Panda-wat (I hate my username) is somehow convinced that he is objectively right about everything D&D related even though he obviously is not. Considering that, he'd probably make a great D&D youtuber.
"If I die, I can live with that." ~Luke Hart, the DM lair
The high ground (still not sure if that’s a house rule or not)
What's the "high ground" rule?
Some people rule that attacking from a higher elevation gives you advantage.
“It’s over anakin, I have the high ground” (which activates my sneak attack!)
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Hollow unbreakable arrows are the most OP common magic item, and my current method of coming up with insane combat shenanigans.
if you make a steel pipe with one end closed and a nozzle on the other, you can enlarge it, fill with any liquid, and then drop concentration, creating a high pressure squirt gun. (or a pipe bomb, depending if it holds)
Flanking doesn't factor into it. You and your buddy can stand next to each other. As long as your buddy is next to the target, it works. This also allows you to shoot ranged weapons at enemies that are next to your buddies, and get Sneak Attack.
Flanking gives you advantage, that DOES factor into it, because advantage is better than just plain sneak attack.
It doesn't factor into the OP question - simply having someone else in melee will ACTIVATE sneak attack.
And the optional flanking rules in 5E just make advantage too easy to get.
Flanking doesn't factor into it. You and your buddy can stand next to each other. As long as your buddy is next to the target, it works. This also allows you to shoot ranged weapons at enemies that are next to your buddies, and get Sneak Attack.
Flanking gives you advantage, that DOES factor into it, because advantage is better than just plain sneak attack.
It doesn't factor into the OP question - simply having someone else in melee will ACTIVATE sneak attack.
And the optional flanking rules in 5E just make advantage too easy to get.
I feel like flanking is there to encourage close range combat. You are more at risk if you are flanking, and it encourages good battle tactics.
Rollback Post to RevisionRollBack
Hollow unbreakable arrows are the most OP common magic item, and my current method of coming up with insane combat shenanigans.
if you make a steel pipe with one end closed and a nozzle on the other, you can enlarge it, fill with any liquid, and then drop concentration, creating a high pressure squirt gun. (or a pipe bomb, depending if it holds)
Flanking doesn't factor into it. You and your buddy can stand next to each other. As long as your buddy is next to the target, it works. This also allows you to shoot ranged weapons at enemies that are next to your buddies, and get Sneak Attack.
Flanking gives you advantage, that DOES factor into it, because advantage is better than just plain sneak attack.
It doesn't factor into the OP question - simply having someone else in melee will ACTIVATE sneak attack.
And the optional flanking rules in 5E just make advantage too easy to get.
Finding a way to gain advantage is also activating sneak attack. Granted, it is an optional rule so that's contingent on the DM playing with that rule.
Personally I house rule that two creatures flanking is +2 to hit, and four flanking is +4 to hit. In my opinion the normal rule makes advantage too easy to get, and diminishes class features, abilities, and combos that grant advantage, such as the Barbarian's reckless attack or the Faery Fire spell.
Flanking doesn't factor into it. You and your buddy can stand next to each other. As long as your buddy is next to the target, it works. This also allows you to shoot ranged weapons at enemies that are next to your buddies, and get Sneak Attack.
Flanking gives you advantage, that DOES factor into it, because advantage is better than just plain sneak attack.
It doesn't factor into the OP question - simply having someone else in melee will ACTIVATE sneak attack.
And the optional flanking rules in 5E just make advantage too easy to get.
I feel like flanking is there to encourage close range combat. You are more at risk if you are flanking, and it encourages good battle tactics.
You're right about its purpose, but it's not a great rule. I've played extensively with flanking (~2 years) and without (4?). Definitely prefer without.
Flanking was meant for a system like 3.5 where just moving around someone would provoke. In 5e you can strafe them without provoking, so it's trivial to get to the flank. I guess you could rejigger the rules for opportunity attacks, if you really like flanking. Of course, that would have other effects. Might be fine, idk.
Flanking doesn't factor into it. You and your buddy can stand next to each other. As long as your buddy is next to the target, it works. This also allows you to shoot ranged weapons at enemies that are next to your buddies, and get Sneak Attack.
Flanking gives you advantage, that DOES factor into it, because advantage is better than just plain sneak attack.
It doesn't factor into the OP question - simply having someone else in melee will ACTIVATE sneak attack.
And the optional flanking rules in 5E just make advantage too easy to get.
Finding a way to gain advantage is also activating sneak attack.
Just standing next to the same enemy as another ally will automatically give you sneak attack.
There's no need to then move to a "flanking" position.
Flanking doesn't factor into it. You and your buddy can stand next to each other. As long as your buddy is next to the target, it works. This also allows you to shoot ranged weapons at enemies that are next to your buddies, and get Sneak Attack.
Flanking gives you advantage, that DOES factor into it, because advantage is better than just plain sneak attack.
It doesn't factor into the OP question - simply having someone else in melee will ACTIVATE sneak attack.
And the optional flanking rules in 5E just make advantage too easy to get.
Finding a way to gain advantage is also activating sneak attack.
Just standing next to the same enemy as another ally will automatically give you sneak attack.
There's no need to then move to a "flanking" position.
Other than dramatically increasing your DPR and eliminating the need to have an ally next to the target.
You can't move into a flanking position without an ally next to the target.
True. My comment was "Finding a way to gain advantage is also activating sneak attack" and there are many ways to do that, especially for a Rogue.
If you flank someone, you're getting sneak attack from redundant sources and advantage is upping your damage.
It ups your chances to hit. And it would cancel any potential disadvantage that would prevent Sneak Attack.
Exactly, being next to an ally gives sneak attack, but NOT advantage, unless it’s flanking. So flanking is Always a good option when possible.
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Hollow unbreakable arrows are the most OP common magic item, and my current method of coming up with insane combat shenanigans.
if you make a steel pipe with one end closed and a nozzle on the other, you can enlarge it, fill with any liquid, and then drop concentration, creating a high pressure squirt gun. (or a pipe bomb, depending if it holds)
A reminder for all those who say hide every turn. You can only hide if you have full cover (Heavily Obscured). If you move out to attack, and you don't have any obscuring effects, hide will be broken. Hide breaks immediatly once they have unobstructed view of you after all. So you can attack, move to full cover, hide. But when you try and move back to melee and attack, hide breaks once you're no longer obscured by full or partial cover so your melee attack doesn't have advantage from stealth. (You may still have advantage from another source). You can however attack ranged from hiding so it is viable for ranged rogues. You basicly never leave full cover except to poke your head out (3/4 cover) and shoot.
The only ways to get an exception to this is skulker or wood elf.
Skulker grants you the ability to hide in light obscurement which includes from dim light. If your foe has darkvision, then full 100% darkness is dim lighting so you can hide anywhere, or you can hide in lightly obscuring rain, mist, or bushes.
Wood elf has the similar racial ability which only applies to natural environmental concelment such as weather, or plant growth.
The reliable ways to sneak attack are; 1: Don't attack alone. Attack your friend's melee targets. 2: Shoot from full cover as a ranged attacker. 3: Steady aim anywhere, which prevents you from moving at all. 4: Melee attack a prone target. Shoving is great if you have expertise in Athletics. For the rare shield rogue with shield mastery, shove as a bonus action then sneak attack with your attack action afterwards while they're prone.
Edge case to note: You can still sneak attack a target if you have disadvantage attacking such as that caused by fear if you can negate it with advantage and attack a foe with an adjacent ally. For example if you and a friend are both figthing a vengence paladin whom you're scared of, you could steady aim to remove disadvantage with advantage, then sneak attack with a normal attack with the adjacent ally exception.
Flanking doesn't factor into it. You and your buddy can stand next to each other. As long as your buddy is next to the target, it works. This also allows you to shoot ranged weapons at enemies that are next to your buddies, and get Sneak Attack.
I use a short bow.
Almost every round I get a sneak attack without a familiar thanks to a barbarian who wants to kill everything he sees right now.
Move, fire, hide. Move, fire, hide.
Flanking gives you advantage, that DOES factor into it, because advantage is better than just plain sneak attack.
Hollow unbreakable arrows are the most OP common magic item, and my current method of coming up with insane combat shenanigans.
if you make a steel pipe with one end closed and a nozzle on the other, you can enlarge it, fill with any liquid, and then drop concentration, creating a high pressure squirt gun. (or a pipe bomb, depending if it holds)
Flanking is an optional rule as far as I know and only works in melee.
Sharpshooter feat helps a bit.
And if you have flanking you already have an ally that's within 5 feet of the target.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
What's the "high ground" rule?
Panda-wat (I hate my username) is somehow convinced that he is objectively right about everything D&D related even though he obviously is not. Considering that, he'd probably make a great D&D youtuber.
"If I die, I can live with that." ~Luke Hart, the DM lair
Some people rule that attacking from a higher elevation gives you advantage.
“It’s over anakin, I have the high ground” (which activates my sneak attack!)
Hollow unbreakable arrows are the most OP common magic item, and my current method of coming up with insane combat shenanigans.
if you make a steel pipe with one end closed and a nozzle on the other, you can enlarge it, fill with any liquid, and then drop concentration, creating a high pressure squirt gun. (or a pipe bomb, depending if it holds)
It doesn't factor into the OP question - simply having someone else in melee will ACTIVATE sneak attack.
And the optional flanking rules in 5E just make advantage too easy to get.
I feel like flanking is there to encourage close range combat. You are more at risk if you are flanking, and it encourages good battle tactics.
Hollow unbreakable arrows are the most OP common magic item, and my current method of coming up with insane combat shenanigans.
if you make a steel pipe with one end closed and a nozzle on the other, you can enlarge it, fill with any liquid, and then drop concentration, creating a high pressure squirt gun. (or a pipe bomb, depending if it holds)
Finding a way to gain advantage is also activating sneak attack. Granted, it is an optional rule so that's contingent on the DM playing with that rule.
Personally I house rule that two creatures flanking is +2 to hit, and four flanking is +4 to hit. In my opinion the normal rule makes advantage too easy to get, and diminishes class features, abilities, and combos that grant advantage, such as the Barbarian's reckless attack or the Faery Fire spell.
You're right about its purpose, but it's not a great rule. I've played extensively with flanking (~2 years) and without (4?). Definitely prefer without.
Flanking was meant for a system like 3.5 where just moving around someone would provoke. In 5e you can strafe them without provoking, so it's trivial to get to the flank. I guess you could rejigger the rules for opportunity attacks, if you really like flanking. Of course, that would have other effects. Might be fine, idk.
Having the elevated position is quite subjective also. How high is high enough? How far away does it still count?
Just standing next to the same enemy as another ally will automatically give you sneak attack.
There's no need to then move to a "flanking" position.
Other than dramatically increasing your DPR and eliminating the need to have an ally next to the target.
Is there an argument happening here? It sounds like an argument, but I don't really understand who's on what side.
You can't move into a flanking position without an ally next to the target.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
True. My comment was "Finding a way to gain advantage is also activating sneak attack" and there are many ways to do that, especially for a Rogue.
If you flank someone, you're getting sneak attack from redundant sources and advantage is upping your damage.
Exactly, being next to an ally gives sneak attack, but NOT advantage, unless it’s flanking. So flanking is Always a good option when possible.
Hollow unbreakable arrows are the most OP common magic item, and my current method of coming up with insane combat shenanigans.
if you make a steel pipe with one end closed and a nozzle on the other, you can enlarge it, fill with any liquid, and then drop concentration, creating a high pressure squirt gun. (or a pipe bomb, depending if it holds)
A reminder for all those who say hide every turn. You can only hide if you have full cover (Heavily Obscured). If you move out to attack, and you don't have any obscuring effects, hide will be broken. Hide breaks immediatly once they have unobstructed view of you after all. So you can attack, move to full cover, hide. But when you try and move back to melee and attack, hide breaks once you're no longer obscured by full or partial cover so your melee attack doesn't have advantage from stealth. (You may still have advantage from another source). You can however attack ranged from hiding so it is viable for ranged rogues. You basicly never leave full cover except to poke your head out (3/4 cover) and shoot.
The only ways to get an exception to this is skulker or wood elf.
Skulker grants you the ability to hide in light obscurement which includes from dim light. If your foe has darkvision, then full 100% darkness is dim lighting so you can hide anywhere, or you can hide in lightly obscuring rain, mist, or bushes.
Wood elf has the similar racial ability which only applies to natural environmental concelment such as weather, or plant growth.
The reliable ways to sneak attack are;
1: Don't attack alone. Attack your friend's melee targets.
2: Shoot from full cover as a ranged attacker.
3: Steady aim anywhere, which prevents you from moving at all.
4: Melee attack a prone target. Shoving is great if you have expertise in Athletics. For the rare shield rogue with shield mastery, shove as a bonus action then sneak attack with your attack action afterwards while they're prone.
Edge case to note: You can still sneak attack a target if you have disadvantage attacking such as that caused by fear if you can negate it with advantage and attack a foe with an adjacent ally. For example if you and a friend are both figthing a vengence paladin whom you're scared of, you could steady aim to remove disadvantage with advantage, then sneak attack with a normal attack with the adjacent ally exception.