Mastering Flanking in D&D 5e: A Comprehensive Guide

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Mastering Flanking in D&D 5e: A Comprehensive Guide

Flanking is a common tactical maneuver in many tabletop role-playing games, designed to give an attacking creature an advantage by positioning itself strategically around its target. In Dungeons & Dragons 5th Edition (5e), however, the rules for flanking are optional, and their implementation can significantly impact the flow and balance of combat. This comprehensive guide will delve into the mechanics of flanking in 5e, explore its implications, offer tips on how to use it effectively, discuss variant rules, and help you decide whether or not to incorporate it into your own games.

## What is Flanking in D&D 5e?

In its simplest form, flanking in 5e provides an attacker with *advantage* on their attack roll against a creature. Advantage allows you to roll two d20 dice and choose the higher result, significantly increasing your chances of hitting.

The core rulebook (Player’s Handbook) offers a simple, yet powerful, definition of flanking. To flank a creature, you and an ally must be positioned on *opposite sides* of the creature and within melee range. More specifically, the Player’s Handbook states:

> “When a creature and at least one of its allies are flanking an enemy, each of the flankers has advantage on attack rolls against that enemy. When in doubt about whether two creatures flank an enemy, the DM determines whether the flanking condition applies.”

This definition leaves some room for interpretation, which we will address later in this guide.

## The Core Mechanics: Step-by-Step

Here’s a breakdown of the steps involved in determining if flanking applies:

1. **Positioning:** Assess the positions of the attacking creature, its ally, and the target creature on the battlefield. The most common visualization is imagining the target creature at the center of a grid or map.

2. **Melee Range:** Ensure that both the attacking creature and its ally are within melee range of the target creature. This usually means being within 5 feet (one square on a typical battle map). Creatures with reach weapons might extend this range, but the definition relies on the target being within reach for a melee attack.

3. **Opposite Sides:** Determine if the attackers are on opposite sides of the target creature. This is the trickiest part, and interpretations vary. Generally, consider the target creature to be at the center of a clock face. If one attacker is between 1 and 5, the other attacker must be between 7 and 11. This visual aid helps establish a reasonable definition of “opposite sides.”

4. **DM Discretion:** When there’s ambiguity, the Dungeon Master (DM) has the final say. The DM should consider the overall tactical situation, the intent of the rule, and the desired level of realism. If the situation is unclear, err on the side of fairness and consistency.

5. **Apply Advantage:** If all conditions are met, the attacking creature gains advantage on its attack roll against the target creature.

## Visualizing Flanking: Examples

To solidify your understanding, let’s look at some examples:

* **Example 1: Clear Flanking**

* A warrior and a rogue are positioned directly opposite each other, with the target monster between them. Both are within 5 feet of the monster.
* *Result:* Flanking applies. Both the warrior and the rogue gain advantage on their attack rolls against the monster.

* **Example 2: Overlapping Sides**

* A paladin and a cleric are adjacent to each other, both within 5 feet of the same orc. They are essentially on the same “side” of the orc.
* *Result:* Flanking does *not* apply. They are not positioned on opposite sides.

* **Example 3: Reach Weapon**

* A fighter with a reach weapon (e.g., a glaive) is 10 feet away from a goblin, but within range to attack. A rogue is 5 feet away from the goblin on the opposite side.
* *Result:* Flanking *might* apply, depending on the DM’s interpretation. If the fighter can make a melee attack against the goblin from 10 feet away, and the DM considers the positioning to be on opposite sides, then flanking applies. Consistency is important.

* **Example 4: Large Creatures**

* A large creature (e.g., an ogre) occupies a 2×2 square on the battle map. Two halflings position themselves on opposite corners of the ogre’s space, both within 5 feet of the ogre.
* *Result:* Flanking likely applies, depending on the DM. The halflings are clearly positioned on opposite sides of the ogre’s overall footprint.

## Interpreting “Opposite Sides”: Addressing the Ambiguity

The phrase “opposite sides” is the source of most debates surrounding flanking. Here are some common interpretations:

* **The 180-Degree Rule:** This is perhaps the most common and easily visualized. Imagine a line drawn through the target creature. The flankers must be positioned on opposite sides of this line, with an angle of at least 180 degrees separating them. It provides clear boundaries.

* **The Clock Face Rule:** As mentioned earlier, this involves visualizing the target creature at the center of a clock face. One flanker is between 1 and 5, the other is between 7 and 11. It’s easier to explain to new players.

* **The General Impression Rule:** This is the most flexible but also the most subjective. The DM simply determines, based on the overall situation, whether the attackers are positioned in a way that warrants the flanking bonus. This relies heavily on the DM’s judgement and can create inconsistencies if not carefully managed.

* **Facing Matters:** Some DMs rule that flanking only applies if the creatures are actually facing the target’s front. This adds a level of realism, as creatures can defend themselves more easily from attacks coming from the front. However, this requires tracking facing, which can slow down combat.

**Recommendation:** Choose one interpretation and stick with it for consistency. Explain your chosen rule to your players beforehand to avoid confusion during the game. The 180-degree rule or the clock face rule are good starting points.

## The Impact of Flanking on Combat

Adding flanking to your 5e game can have several significant impacts:

* **Increased Hit Probability:** Advantage on attack rolls greatly increases the chance of hitting, especially at lower levels when characters have lower attack bonuses. This can lead to faster, more decisive combats.

* **Tactical Emphasis:** Flanking encourages players to think strategically about positioning and teamwork. It rewards coordinated movement and clever use of the battlefield.

* **Melee Focus:** Flanking primarily benefits melee characters, as it requires them to be within close range of the target. This can shift the balance of power in favor of melee classes.

* **Simplified Advantage:** Some DMs see flanking as a convenient and easily understood way to grant advantage, replacing other methods like Help actions or specific class features. This can streamline combat but might diminish the value of those other features.

* **Potential for Abuse:** If not carefully managed, flanking can become too easy to achieve, making combat less challenging. Enemies can be flanked too easily which can reduce the strategic depth of combat encounters.

## Variant Rules and House Rules

Many DMs modify the standard flanking rules to better suit their games. Here are some common variations:

* **+2 to Attack Rolls:** Instead of granting advantage, flanking provides a flat +2 bonus to the attack roll. This is a more mathematically predictable bonus and avoids the swinginess of advantage.

* **Limited Flanking:** Restrict flanking to specific circumstances, such as when the target is already engaged with another creature or when the attackers have specific abilities that enhance their flanking maneuvers (e.g., rogue’s sneak attack).

* **Conditional Flanking:** Require a successful skill check (e.g., Athletics or Acrobatics) to establish a flanking position. This adds an element of risk and reward to the maneuver.

* **Facing Matters:** As mentioned earlier, implement facing rules and require attackers to be flanking the target’s rear or sides to gain the bonus. This adds realism but also complexity.

* **No Flanking:** Some DMs simply remove the flanking rule entirely. This simplifies combat and encourages players to rely on other tactical options.

* **Flanking Requires Higher Ground or Cover:** Make flanking more difficult to achieve by requiring one or both flanking attackers to have the benefit of cover or higher ground. This encourages players to seek out advantageous positions on the battlefield.

* **Flanking Imposes Disadvantage on Target’s Saves:** In addition to granting advantage on attack rolls, flanking could impose disadvantage on the target’s saving throws against effects caused by the flanking attackers. This could represent the target being distracted or overwhelmed by the simultaneous attacks.

**Recommendation:** Experiment with different variations to find what works best for your group. Consider the overall balance of your game and the types of encounters you typically run.

## Tactical Considerations for Players

If you’re playing in a game that uses flanking, here are some tactical tips to keep in mind:

* **Coordinate with Allies:** Communicate with your fellow players to plan flanking maneuvers. A well-timed move can turn the tide of battle.

* **Use Movement Strategically:** Position yourself carefully to create flanking opportunities. Consider using the Disengage action to move without provoking attacks of opportunity.

* **Take Advantage of Terrain:** Use cover, obstacles, and changes in elevation to your advantage. Higher ground can make it easier to establish a flanking position.

* **Consider Class Features:** Some class features, such as the rogue’s Cunning Action, can help you move into flanking position more easily.

* **Don’t Neglect Defense:** While flanking is a powerful offensive tactic, don’t forget to protect yourself. Being in melee range exposes you to danger, so consider using defensive abilities or spells.

* **Think About Enemy Positioning:** Be aware of where your enemies are positioned relative to each other and to you. You can often disrupt enemy flanking attempts by strategically positioning yourself or your allies.

## Tactical Considerations for Dungeon Masters

As a DM, you need to consider the impact of flanking on your encounters and how it affects your monsters’ tactics.

* **Design Encounters Carefully:** Account for the increased hit probability that flanking provides. You may need to adjust the difficulty of your encounters accordingly.

* **Use Flanking Strategically with Monsters:** Don’t just let your players have all the fun. Use flanking tactics with your monsters to challenge the party.

* **Consider Monster Abilities:** Some monsters may have abilities that make them resistant or immune to flanking. Others may have abilities that enhance their flanking maneuvers.

* **Vary Monster Tactics:** Don’t always rely on flanking. Mix up your monsters’ tactics to keep the players guessing.

* **Be Consistent with Your Ruling:** No matter which interpretation of flanking you choose, be consistent in applying it. This will prevent confusion and frustration among your players.

* **Use Terrain to Your Advantage:** Design your battle maps to include features that can affect flanking, such as narrow corridors, obstacles, and changes in elevation. This will add a layer of tactical complexity to your encounters.

## Should You Use Flanking in Your Game?

The decision of whether or not to use flanking in your 5e game is a matter of personal preference and depends on the following factors:

* **Your Desired Level of Realism:** Flanking adds a degree of realism to combat, as it simulates the tactical advantage of attacking from multiple directions.

* **Your Group’s Play Style:** If your group enjoys tactical combat and strategic positioning, flanking can enhance the experience. If your group prefers a more streamlined approach, flanking may be unnecessary.

* **Your Game’s Balance:** Flanking can shift the balance of power in favor of melee characters. Consider whether this is desirable in your game.

* **Your Time Constraints:** Flanking adds a layer of complexity to combat, which can slow things down. If you’re short on time, you may want to consider omitting it.

**Recommendation:** Try using flanking in a few test encounters to see how it feels. If you like it, keep it. If not, feel free to remove it.

## Alternatives to Flanking

If you decide not to use the standard flanking rules, here are some alternative ways to encourage tactical combat and grant advantage:

* **The Help Action:** A character can use their action to help an ally, granting them advantage on their next attack roll against a specific target.

* **Shoving:** A character can use their action to shove a creature, potentially knocking it prone and granting advantage to melee attackers.

* **Spells and Abilities:** Many spells and abilities can grant advantage or impose disadvantage, creating tactical opportunities.

* **Environmental Factors:** Use terrain, lighting, and other environmental factors to create situations where characters can gain advantage.

By using these alternatives, you can encourage tactical thinking and reward clever play without relying on the potentially problematic flanking rule.

## Conclusion

Flanking in D&D 5e is a powerful but optional rule that can significantly impact combat. By understanding the mechanics, considering the implications, and experimenting with variant rules, you can decide whether or not to incorporate it into your own games. Whether you choose to embrace flanking or explore alternative tactical options, the key is to create a fun, engaging, and challenging experience for your players. Remember to be consistent in your rulings, communicate clearly with your players, and always prioritize the enjoyment of the game.

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