Flanking: Good Team Work or Unbalancing the Game?

Flanking is an optional rule in D&D 5e, generally used with miniatures (although you can also use it in theater-of-the-mind combat if you want—I do). Flanking is where two or more miniatures ‘surround’ another (which we’ll call the 3rd), on directly opposite sides. The theory is that the 2nd miniature is distracting the 3rd while the 1st attacks, granting Advantage to the 1st’s attacks (and then the 2nd’s, if they are still in the same position when their turn rolls around). Flanking applies to melee attacks only. Sorry, archers—you already get it pretty good (especially if you’re a Rogue).

If my description is a little unclear, here’s the official rule from the DM’s guide: “When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy’s space, they flank that enemy, and each of them has Advantage on melee attack rolls against that enemy.”

Yep. She’s flanked by Goblins.

Not every DM uses the flanking rule, but it is an option that enables the party to think more tactically (and in more of a meta-gaming way, if you want to think of a downside) in combat. Much like the use of special abilities using bonus actions that stun or trip opponents to give Advantage first before your actual attack action, the flanking rule means players will tend to think how they can get an Advantage in any fight by flanking opponents any opportunity they can. Having finished off a monster, a player might deliberately move behind another monster to allow one of their team mates an opportunity to move up to the opposite side and have Advantage on their attack.

Flanking does have a downside to play – battles with miniatures tend to be more static, as inevitably those monsters or PCs escaping the flanking situation tend to be subjected to opportunity attacks as they move out of the flanked situation. Thus they hold their ground more often.

Multiple flanking is where a miniature is surrounded on all sides, with each character directly opposite giving the other Advantage. This makes short work of big monsters, but also means the characters can be damaged more easily as they are all in close combat with a major beastie (I roll randomly to see who gets hit in these situations, simulating the monster flailing around it to try to get out of the situation. Unless it’s two sizes bigger than the PCs, and then it can step over them).

Does flanking unbalance the game? That depends. If you’re the sort of DM who likes to use small numbers of more powerful opponents, the PCs can gain the upper hand if they can use their superior numbers to constantly flank. If you prefer to use large numbers of weaker monsters it makes them more effective as they can use flanking tactics to hit the PCs more often and wear them down. With flanking, even large numbers of low-level Goblins can wear down higher-level melee-based characters. I don’t believe flanking unbalances the game. It just means both players and DM need to think more tactically when using the rule.

So, if you’re not currently using flanking, you may wish to consider it. And remember: players may get Advantage from flanking, but monsters do, too.

Game on!

Steve 😊

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Laidback DM: Shotglass Adventures in Print!

Hi All,

The print proof for Shotglass Adventures arrived today and I just finished sending rewards emails to all the Kickstarter Supporters (who get a digital copy for free, along with all the digital stretch goal rewards shown at the bottom of this post, and have the option to purchase a softcover book version at cost + postage).

I’m pretty proud of this book. Here are a few shots of the cover and interiors:

Shotglass Adventures book - Laidback DM Shotglass Adventures book - Laidback DM

I’m already working on Shotglass Adventures II, which is turning out bigger and better! It will be on Kickstarter soon, so keep an eye out both there and on this blog.

Game on!

Steve 🙂


For more Laidback DM, click here.

Laidback DM: The Virtues of the Mini-Campaign

I like short role playing game (RPG) campaigns. That’s not to say I don’t like the occasional long-termer, but mini-campaigns (say, around 3-4 months) are my current preference.

For those not in the know, a campaign is a series of adventures linked by a common thread or goal—a bit like a season of a modern TV or cable show. Some RPG campaigns can last for years, representing long term investment in player character stories and plot development. Some campaigns might last only a few months, representing a tangible milestone completed—for example, a huge Orc Boss whose ongoing machinations to take over the valley the heroes call home is finally brought to his knees. It’s these shorter campaigns I’m talking about.

Laidback DM - stevestillstanding.com
Short or Long Campaign? Either way, I’m ready!

I enjoy long campaigns, however I don’t like them going any longer than a year. This is due to time restraints, but also because any longer can sometimes lead to burnout—mine, specifically. I found this the case playing Tomb of Annihilation with one of my groups. All up it took about nine months to play, and I was glad when it finished. We stuck to mini-campaigns after that (DM’ing Curse of Strahd was a different matter—that’s one I would have enjoyed even if we played for longer than the seven months it took).

Long campaigns are great because players see their characters, the game world and the story they are contributing to, evolve like a living thing. But mini-campaigns have many attractions, too:

1. Generally less preparation is required

2. The goal is tighter and more specific, so players don’t lose focus on what they’re trying to achieve

3. It’s easier for players and DMs with busy lives to commit to a shorter campaign

4. Mini-campaigns don’t tend to drag because they have a short end date, so there’s less chance of DM and/or player fatigue

5. The goal can easily lead into another mini-campaign—remember that Orc Boss? Turns out he had an even bigger boss manipulating him behind the scenes…

So give some thought to the mini-campaign. You can still have a long endgame goal, but break it into smaller, more manageable chunks. It could save you a few headaches.


Steve 🙂

The Laidback DM #11 – Free Dungeon Map!

Yes, it’s that time of the week, and in the tradition of my irregular Laidback DM posts, here’s a new free map. I really enjoy drawing maps (nerd alert!) for D&D adventures, so much so that I have more maps then I know what to do with. So, I’m giving one away free on my blog each week.

This week: Plentar’s Mine!

I created this map because I really wanted to learn how to draw raised shelves (not cupboard shelves, cave shelves) and ledges properly. I was happy with the results. So happy, in fact, that I’m not even going to give you any hints for a scenario. You’re smart enough to stock this baby yourselves.

Plentar's Mine (Map)

Above: Actual map is 19cm x 13cm. Just right click and save.

This map is free to use for non-commercial purposes, as long as you acknowledge me and my website stevestillstanding.com. If you want to use it commercially, please send me an email and we can talk terms.

Happy Gaming!

Steve 😊

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