| Post/Author/DateTime | Post |
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| #1ScottbertSep 16, 2014 11:40:26 | My DM for Tyranny of Dragons: Adventurers League is giving any creature melee attacking a target with an ally threatening it advantage to the attack roll.
I can't find this rule anywhere -- the closest thing I can find is that Rogues can sneak attack in that situation even though they don't get advantage.
The party benefits somewhat from this, but the hordes of kobolds, cultists, and drakes outnumbering our meleers 3 to 1 benefit far more, so if this is a rules misunderstanding it is swinging the balance heavily in favor of the monsters.
Is there a rule somewhere I've missed, or is this a misunderstanding on my DM's part?
If it is a misunderstanding, any suggestions on how I can handle this? I don't know this guy outside of the two sessions I've played with him. |
| #2KalaniSep 16, 2014 11:47:20 | The Flanking rules were present in the playtest materials but were removed in the final one-two playtest packets. In the playtest, flanking granted advantage.
I expect flanking rules to be a common house rule, in light of its popularity in 3.5, 4E, and even in 1E/2E (despite it only being relevant for Backstab in 1E/2E). |
| #3Plaguescarred1Sep 16, 2014 12:23:56 | I wouldn't be surprised if flanking show up as an optional rule in the DMG |
| #4TimboramaSep 16, 2014 12:44:01 | I somewhat dislike Flanking giving advantage due to how boss Advantage is, and how hard it is to get. Flanking is also much easier now due to the new Opportunity attack rules.
If anything, and if enough players complain, I imagine I'll give +2 to their attack (maybe just +1, since bounded accuracy and whatevs) |
| #5UthracSep 16, 2014 12:47:14 |
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| #6teachaSep 16, 2014 14:31:08 | Most of the monsters you are referring to (specially kobolds and the drakes) have a special power called pack attack that gives them advantage when attacking with an ally within 5 feet. That is their extra power. Other monsters should not be given that same opportunity unless PACK ATTACK is in their description. |
| (Reply to #6)Scottbert |
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| (Reply to #4)MykeSchultz | Flanking for advantage is a common house rule? Remind me not to play in home games. I think flanking is WAY too easy for it to give advantage, given that you can circle around an enemy so long as you don't exit its threat range. Moreover, in 4ed you only got +2 to attack from it, advantage is worth +3-5. I totally see why flanking was "axed" after playtest. That said, intuitively-speaking, it does seem like it should be worth something, but getting in position to do so is way too easy. If there is a rule for flanking in the DMG, I bet it will come with an attachment with how movement provoking OA worked in 4ed.
As of now, I would grant +1 to damage for flanking, but that's it.
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| #9NoonSep 16, 2014 16:46:56 |
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| #10PsikerlordSep 16, 2014 17:49:07 | I think adv is too strong for flanking, more like +1 or +2 for me, if anything. Numbers will be very important if its adv. As already indicated, flanking bonus will likely be in dmg |
| #11Trance-ZgSep 17, 2014 2:41:58 | IMO, maybe the best solution would be: +1 for every attacker after first. Small bonus but rewards focusing. Also return 3.5e AoO triger rules. |