I saw a discussion of flanking house rules on twitter, but missed most of it. Do you have any good house rules you use for flanking, or do you just ignore the optional rules altogether?
I was pondering using a rule that would allow a creature who flanks an enemy with an ally to use the help action as a bonus action to give the ally advantage on one attack. Is that too much?
When two miniatures on a grid are flanking an enemy, the enemy has the flanked condition. All melee attacks from anywhere (not just the people on opposite sides) have advantage until the condition ends.
When two miniatures on a grid are flanking an enemy, the enemy has the flanked condition. All melee attacks from anywhere (not just the people on opposite sides) have advantage until the condition ends.
Yeah, this is one of the optional rules associated with miniatures, but nobody really seems to like it. Advantage is powerful, and it's easier than in previous editions to avoid AoO when repositioning.
In my games I use a different flanking rule. If two allies are flanking an enemy, they gain +2 to attack rolls. If 3 or more allies are flanking an enemy, they get +5 to attack rolls.
In my games I use a different flanking rule. If two allies are flanking an enemy, they gain +2 to attack rolls. If 3 or more allies are flanking an enemy, they get +5 to attack rolls.
Edit:spelling
This is the 3e approach. It's good if you're willing to tolerate floating bonuses.
I had been ruling that flanking attackers get +2 to their damage rolls, but one of my players convinced me to make it so that flanked defenders get -2 to their AC so that ranged attackers benefit. I’m going to be paying more attention now to whether or not targets have cover from nearby combatants though, so the player may regret his successful argument, haha.
I had been ruling that flanking attackers get +2 to their damage rolls, but one of my players convinced me to make it so that flanked defenders get -2 to their AC so that ranged attackers benefit. I’m going to be paying more attention now to whether or not targets have cover from nearby combatants though, so the player may regret his successful argument, haha.
Yeah, firing into melee used to be an issue in earlier editions, but not 5e. If the player wants that level of detail, they get to suffer the consequences!
In my table, flanking only add +1 for attack roll only. This benefit can be use with advantage from other feature (such as Barbarian Wolf Totem or Samurai Fighter).
When an enemy is flanked...****Y the opponent(s) behind them have advantage. If you are facing the opponent you'll never have flanking advantage (but you can make it possible for others!).
Another one I've seen before is not requiring a creature to be opposite, rather it's the number of creatures engaged with it:
Medium or smaller: 2 enemies engaged Large: 3 enemies engaged Huge: 5 enemies etc
For simplicity, I've ruled that it's 3 for Huge and 4 for Gargantuan, mostly so that my players don't end up with automatic advantage on attacks against boss monsters.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hi all,
I saw a discussion of flanking house rules on twitter, but missed most of it. Do you have any good house rules you use for flanking, or do you just ignore the optional rules altogether?
I was pondering using a rule that would allow a creature who flanks an enemy with an ally to use the help action as a bonus action to give the ally advantage on one attack. Is that too much?
Personally i really like this idea, just having advantage for standing there is overpowered but using your bonus action balances it out I think.
When two miniatures on a grid are flanking an enemy, the enemy has the flanked condition. All melee attacks from anywhere (not just the people on opposite sides) have advantage until the condition ends.
"Not all those who wander are lost"
Yeah, this is one of the optional rules associated with miniatures, but nobody really seems to like it. Advantage is powerful, and it's easier than in previous editions to avoid AoO when repositioning.
In my games I use a different flanking rule. If two allies are flanking an enemy, they gain +2 to attack rolls. If 3 or more allies are flanking an enemy, they get +5 to attack rolls.
Edit:spelling
This is the 3e approach. It's good if you're willing to tolerate floating bonuses.
I had been ruling that flanking attackers get +2 to their damage rolls, but one of my players convinced me to make it so that flanked defenders get -2 to their AC so that ranged attackers benefit. I’m going to be paying more attention now to whether or not targets have cover from nearby combatants though, so the player may regret his successful argument, haha.
Yeah, firing into melee used to be an issue in earlier editions, but not 5e. If the player wants that level of detail, they get to suffer the consequences!
Another one I've seen before is not requiring a creature to be opposite, rather it's the number of creatures engaged with it:
Medium or smaller: 2 enemies engaged
Large: 3 enemies engaged
Huge: 5 enemies
etc
Please take a look at my homebrewed Spells, Magic Items, and Subclasses. Any feedback appreciated.
Obviously I like it or else I wouldn't have brought it up :)
"Not all those who wander are lost"
In my table, flanking only add +1 for attack roll only. This benefit can be use with advantage from other feature (such as Barbarian Wolf Totem or Samurai Fighter).
As we play, it work just fine.
I handle it as.....
When an enemy is flanked...****Y the opponent(s) behind them have advantage. If you are facing the opponent you'll never have flanking advantage (but you can make it possible for others!).
For simplicity, I've ruled that it's 3 for Huge and 4 for Gargantuan, mostly so that my players don't end up with automatic advantage on attacks against boss monsters.