Houserule - gang-up!


Homebrew and House Rules


I made this houserule during a night when we had to play without minis or map (I happens once in a while, either by lack of infrastructures or by choice). Without those tactical tools, some rules like flanking and the intricacy of 5 ft. steps to get or avoid flanking are hard to visualize; hence the gang-up rule. However, the rule worked well enough for us to adopt it regardless of the available material.

The rule is simple: creatures gain a bonus to their attack rolls equal to the numerical advantage that they have over the other 'team'.

For example, 3 goblins gang-up on a single PC gain a +2 bonus on their attack roll. Should a second PC join the melee, this bonus would drop to +1 in favour of the goblins.

Back to the map-and-minis table, gang-up does not replace flanking, but it provides a bonus of the same 'source' (i.e. if doesn't stack).

Should two goblins flank a PC, they would still receive their +2 bonus to attack (although gang-up itself would only grant +1), but the goblins would not gain any advantage should a third one joins the fight. Should a fourth goblin engage the PC, their bonus would raise to +3, but any benefit granted by flanking (other than the ability to sneak attack) would now be meaningless.

This rule extended the use of such relatively weak creatures (such as goblins, kobolds and orcs) over several levels, which was great. It also served the PCs in a few fights but rarely beyond the scope of a +1 bonus here, +2 bonus there. It did however increase the use of low level summon nature's ally spells (the wolves and eagles became better), but never to the point of tipping the scale horribly in favor of the PCs. If something, it worked against them more often.

'findel

Scarab Sages

Laurefindel wrote:
The rule is simple: creatures gain a bonus to their attack rolls equal to the numerical advantage that they have over the other 'team'. Gang-up does not replace flanking, but it provides a bonus of the same 'source'

I really really like that.

It's simple, manifold in it's applications, and did I say simple.

I've still got some level 6 PCs in my game who jump at goblins, and this could bring back the terror for a few more levels.


DivineAspect wrote:


I've still got some level 6 PCs in my game who jump at goblins, and this could bring back the terror for a few more levels.

Going farther into the concept, you could bring a special case of the rule when a PC is totally surrounded, such as being denied DEX bonus to AC.

It sound harsh but it isn't much worst than RaW, really. By RaW, a surrounded PC (you can fit 8 small or medium creatures around the typical PC) is flanked from every direction and therefore already subject from multiple sneak attack etc. This is a relatively inconsequential incentive to the "don't let them surround you". Rogues and Barbarians (who are the most likely to be out-there and prone to be surrounded) can ignore that consequence thanks to uncanny dodge anyway...

This had put my players in situations where they had to fight back-to-back although they new they'd be more prone to Area-of-Effect spells.

[edit] oh yeah, I ruled that improved uncanny dodge allow you to ignore gang-up altogether.


Laurefindel, how do you adjudicate Attacks of Opportunity when playing without a combat map?


I've been thinking of trying something like that myself! I like it alot, simpler than making mobs anyway!


The Artful Dodger wrote:
Laurefindel, how do you adjudicate Attacks of Opportunity when playing without a combat map?

In all honesty, we went with what sounded logical to us. I'm lucky in the way that my group thrust my judgment (I think so anyway) and just go with it. We also didn't have a rogue back then, so the sneak attack issue had not been so much of an issue...

The principle of the 5 ft. step still existed, in essence. So when the druid back-up to cast a spell, we knew this was 'allowed'. Sometimes the ranger would add something like "I'm also engaged in that melee, I'll cover for her" and it was good enough for me.

Basically, a melee (perhaps involving 5 people, perhaps only 2) was a single 'unit' in our mind. You could get in, you could get out, but we didn't care about who was placed where in relation to whom within the melee. Gang-up would provide the advantage, if any. Likewise, Area of Effect spell would catch 'a bunch' of people, usually everyone within a melee. No cookie-cutting fireballs.

This work great for games by the campfire by the way :)

'findel


The Artful Dodger wrote:
Laurefindel, how do you adjudicate Attacks of Opportunity when playing without a combat map?

humm, reading my last post, I don't feel like I really have answered your question.

When melees were happening, it was relatively easy: anything done within the melee that was not directly threatening would cause an AoO.

One could get out of a melee with a 5 foot step without causing AoO, as long as it kept an attentive eye on the said melee (ex. druid backs off and cast a spell).

One could not avoid the AoO if the following task was not within immediate reach (i.e. more than 5 feet away) or forcing the creature to ignore the first melee (ex. engaging the druid that just backed-away to cast a spell). It was assumed that friends covered for each other. Withdraw was the exception to that of course.

It worked surprisingly fine, but then again, we were not playing in a tournament and much was left to the DM's call (in occurrence, me).

Sovereign Court

Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

There was something similar to this proposed during Beta. I don't recall exactly, but it was something like ...

First flank as normal (must be opposite, grants +2). After that, each additional adjacent attacker adds another +1 to all adjacent attackers. Basically, after the first attackers get a real flank, everyone adjacent to the opponent benefits from a relaxed, cumulative flank.

This would, I guess, max out at 8 flankers and a +8, but if you throw in folks with reach weapons, it goes up to like +20 (or 24, can you reach diagonally?). Beware peasants with long tools!

Dark Archive

Or tiny sized creatures who can fit 2 to a square ... Yikes!


Mosaic wrote:
Beware peasants with long tools!

...well, one should, really.

But then again, I'm in the camp of those who say that even if you're 10th level in full plate, a mob can still be a serious threat.

Draeke Raefel wrote:
Or tiny sized creatures who can fit 2 to a square ... Yikes!

Speaking of tiny creatures, could you fit 4 in a same square?

At any case, the mechanics get similar of those of a swarm, but slightly less automatic and slightly more dangerous. I can imagine how a whole bunch of tiny creatures could be overwhelming, both in real life and in fantasy.

Otherwise I agree that this is probably where gang-up could have the biggest impact compare to RaW.


Draeke Raefel wrote:
Or tiny sized creatures who can fit 2 to a square ... Yikes!

Tiny creature's can't flank. They don't threaten. Beware halflings.


As a GM with an outspoken and deep-seated detestation of what I like to call "dolls," I've driven some members of my group crazy with our miniatures-less gaming sessions. I've always played fast and loose with AoO, for example:

  • Jess Door: "I try to watch out for anyone moving past."
  • Me: "The guy to your left is making a break for the wizard! Make your attack of opportunity!"

    That said, I love the "gang up" rule, and will mention it at our next game. Currently, we've been adjudicating flanking on an ad hoc basis:

  • Houstonderek: "Can I get around to flank him?"
  • Me: "There's not room in that confined closet," or "Yes! No problem," or "Yes, but his buddy will take a swing at you as you go past."


  • Hell yeah! We've been using almost the same rule since 2nd Edition (when flanking was very different). It is fantastic! Let's hear it for 1/2-HD kobolds making high(ish) level PCs quake in fear, and 0-level hirelings taking out an ogre :P

    We origionally yoinked it from the ADOM roguelike, where surrounding enemies get huge bonuses against you, which can be mitigated by a certain skill that you can only learn late in the game (no such skill in our houserule though).


    Kirth Gersen wrote:

    As a GM with an outspoken and deep-seated detestation of what I like to call "dolls," I've driven some members of my group crazy with our miniatures-less gaming sessions. I've always played fast and loose with AoO, for example:

  • Jess Door: "I try to watch out for anyone moving past."
  • Me: "The guy to your left is making a break for the wizard! Make your attack of opportunity!"

    That said, I love the "gang up" rule, and will mention it at our next game. Currently, we've been adjudicating flanking on an ad hoc basis:

  • Houstonderek: "Can I get around to flank him?"
  • Me: "There's not room in that confined closet," or "Yes! No problem," or "Yes, but his buddy will take a swing at you as you go past."
  • Funny. Before we played 3rd ed, "playing with props" meant that we had access to a blackboard and a few bits of chalk...

    Actually, that isn't true. I had games with minis, but on a basic plain mat (vinyl tablecloth actually).


    Pathfinder Adventure Path, Rulebook Subscriber

    Reading it I liked it a lot, and just added it to the set of rules I'm going to show my players this weekend. I did even incorporate the surrounded you are denied your Dex part of it, we shall see how that all works.
    Barator


    DOGPILE!!! By which I mean, I love this.

    *applauds*

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