PeteNutButter
2018-07-12, 09:10 AM
I recognize that 5e's core design philosophy is simplicity, but that doesn't stop me from fiddling with the rules in theory. I'm thinking some well designed facing rules could really spruce up grid play for those who enjoy miniatures and playing tactically. Since you could make these rules as simple or complex as needed I'm going to propose the most complex rules that I think I'd consider using.
Facing. Each creature has facing and a threaten zone. Facing is part of a move that can be done freely during a creatures turn, but is set at the end of their turn. Creatures with a 0 ft movement speed (such as from grapple) cannot change their facing. On a square grid, creatures threaten the three squares in front of them and the two beside them.
Threatened Zone
X|X|X
X|PC|X
-| - | -
Flanking. Whenever a creature within 5 feet makes an attack, the attacker is flanking the target if no part of the attacking creature is in the threatened area of the target. Flanked targets do not get their shield bonus or dexterity modifier to their AC.
This requires a second AC stat that is sort of like 3.x flatfooted AC, which could be called a "Flanked AC." If that's too complicated you could always fall back on the boring advantage.
Add the level 1 monk feature: "As long as you are unarmored and using only monk weapons, your unarmed strikes threaten in every direction." Monks are never flanked, because ninja.
Flanking means two foes in melee are forced to leave the threatened zone of each other if they want to flank. The choice is either take an Opportunity attack and get a better chance to hit, or just swing at the foe's face. With balanced foes, the intent is the opportunity attack isn't usually worth it. This changes with the foe, as clunky plate wearers don't much care about flanking (other than shields), but the dexterous types certainly do.
If you want to incorporate ranged/reach flanking its a bit more complicated: "An attacker is flanking its target if when attacking from further than 5 feet away the direction of the attack passes through no part of the target's threatened zone."
This allows archers and reach weapons to flank, but prevents an ogre from flanking if he reaches over your threaten zone. The intent is to make sure any melee threat risks an opportunity attack if they wish to flank.
Possible auxiliary effects:
Especially mobile characters like monks and rogues will be able to freely flank targets often making these classes particularly effective at taking down those enemy squishies that rely on dex for AC such as archers and many robe wearing casters.
The Mobile feat may be too strong and could need a rework or to be removed entirely. It's cool that the "striker classes," monk and rogue can flank often, but when the GWM fighter picks up Mobile he'll be stealing their thunder.
If everyone only values offense, it could get silly as everyone runs circles around each other just soaking up opportunity attacks for a little more chance to hit.
This rule will likely make numbers even more important. Once a creature uses their reaction, they are easily flanked.
What do you guys think? Fun or overly complex? I realize more complicated RPG systems exist to accommodate this, but I am just spit-balling here. I like 5e, but I feel like there isn't enough tactical decision making for pure martials. It's just "move up and attack."
Facing. Each creature has facing and a threaten zone. Facing is part of a move that can be done freely during a creatures turn, but is set at the end of their turn. Creatures with a 0 ft movement speed (such as from grapple) cannot change their facing. On a square grid, creatures threaten the three squares in front of them and the two beside them.
Threatened Zone
X|X|X
X|PC|X
-| - | -
Flanking. Whenever a creature within 5 feet makes an attack, the attacker is flanking the target if no part of the attacking creature is in the threatened area of the target. Flanked targets do not get their shield bonus or dexterity modifier to their AC.
This requires a second AC stat that is sort of like 3.x flatfooted AC, which could be called a "Flanked AC." If that's too complicated you could always fall back on the boring advantage.
Add the level 1 monk feature: "As long as you are unarmored and using only monk weapons, your unarmed strikes threaten in every direction." Monks are never flanked, because ninja.
Flanking means two foes in melee are forced to leave the threatened zone of each other if they want to flank. The choice is either take an Opportunity attack and get a better chance to hit, or just swing at the foe's face. With balanced foes, the intent is the opportunity attack isn't usually worth it. This changes with the foe, as clunky plate wearers don't much care about flanking (other than shields), but the dexterous types certainly do.
If you want to incorporate ranged/reach flanking its a bit more complicated: "An attacker is flanking its target if when attacking from further than 5 feet away the direction of the attack passes through no part of the target's threatened zone."
This allows archers and reach weapons to flank, but prevents an ogre from flanking if he reaches over your threaten zone. The intent is to make sure any melee threat risks an opportunity attack if they wish to flank.
Possible auxiliary effects:
Especially mobile characters like monks and rogues will be able to freely flank targets often making these classes particularly effective at taking down those enemy squishies that rely on dex for AC such as archers and many robe wearing casters.
The Mobile feat may be too strong and could need a rework or to be removed entirely. It's cool that the "striker classes," monk and rogue can flank often, but when the GWM fighter picks up Mobile he'll be stealing their thunder.
If everyone only values offense, it could get silly as everyone runs circles around each other just soaking up opportunity attacks for a little more chance to hit.
This rule will likely make numbers even more important. Once a creature uses their reaction, they are easily flanked.
What do you guys think? Fun or overly complex? I realize more complicated RPG systems exist to accommodate this, but I am just spit-balling here. I like 5e, but I feel like there isn't enough tactical decision making for pure martials. It's just "move up and attack."