Hmm. Interesting that Charlie didn’t have Advantage on the attack from Gul’Ren being in flank position. It’s not super relevant because his 18 hits anyway, but is that an intentional detail I wonder?
My group generally avoids the advantage when flanking rule solely because its easy to break. You don’t provoke attacks of opportunity unless leaving threatened range so walk up, hold action for ally to walk up. Next ally walks up both advantage then that person steps to the side around enemy. Next player walks up, rinse & repeat. I feel its too easy to get 100% advantage uptime.
My group simply reduced advantage to a +2. We found advantage for flanking was too strong if the players used it and down right deadly if the DM used it since the enemies generally have the weight of numbers. +2 like the old days balances it out quite nicely for us.
Do you have notes on this arc as a one shot? I’d be interested in trying it for my 5e game.
Yes and I just might release them!
Boo-gorram-ya!
Is Charlie’s character a pact of the undying one warlock with pact of the blade?
Not really. He is a wraith and uses a facsimile of the hammer he died with purely for roleplaying flavor.
You could say its….. HAMMER time.
Hammer to the face! Is it anything it can’t solve?
I know I think Charlie’s really gonna NAIL this worm!
Boots, indeed!
Hmm. Interesting that Charlie didn’t have Advantage on the attack from Gul’Ren being in flank position. It’s not super relevant because his 18 hits anyway, but is that an intentional detail I wonder?
Granted, Flanking Advantage is a suggestion out of the DM Handbook and not a hard rule, so it could be that the group just doesn’t use it.
Real talk: Even -I- forgot about the flanking-granting-advantage rule (which I use in my own games).
A good example of how things slip by sometimes.
Indeed. Humanity is as humanity does after all.
My group generally avoids the advantage when flanking rule solely because its easy to break. You don’t provoke attacks of opportunity unless leaving threatened range so walk up, hold action for ally to walk up. Next ally walks up both advantage then that person steps to the side around enemy. Next player walks up, rinse & repeat. I feel its too easy to get 100% advantage uptime.
My group simply reduced advantage to a +2. We found advantage for flanking was too strong if the players used it and down right deadly if the DM used it since the enemies generally have the weight of numbers. +2 like the old days balances it out quite nicely for us.
Lol the ghost is busting the worm.
Yeah Old Graveguts aint gonna WORM it’s way outta this!