When should you get advantage in combat?

The one area that caused me the most confusion was when to actually give advantage to someone in combat.  The thief gets it when he attacks from hiding - ok.  Some monsters grant advantage- ok.  What else?  Does flanking or attacking from behind do it?  Attacking with surprise?  Being outnumbered?  I really need some more guidance here.
When the DM say's so.
Hidden.
When a power say's so.

Really, that's it.  You have to convince the DM.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

4 different effects grant Advantage to an attacker (p. 14-15 of the How To guide). I'd also warrent if your Flanking an opponent (meaning a line will pass through 1/2 the opponent's space between two attackers) as well as a Feint in combat (Bluff [Dex] vs. Wisdom) as a part of a Move action. A rogue, for example, could attempt to feint an opponent with Bluff and forgo the rest of his move to attack with Advantage. A success by 10 or more means he can use that Feint as One 5-ft step increment of his movement. A Failure means his entire move is negated and no Advantage.

Somehow I could see Morale come into play with Advantage. If the group of Goblin's Hobgoblin chieftan gets killed, that drops their morale significantly and they make Constitution saving throws. If they fail they have a 50% chance to flee the combat all together. Those that say and fight had either Disadvantage with their attacks or the attackers get Advantage.

If you ahve or can get access to any older editions look at the combat charts. Anything that give a +2 MOD I considered advantage, Neg. Mod was a Disadvantage. I should note, on the first run the Players in my group decided that having to tally which one came where and in what order was too much work. By the time we started we decided that either you have it or you do not. They were also quick to adopt the stance that if you had one of each. You were given the ADV/Disadv in which ever one had the greatest effect. Then the appropriate +/- was tacked on for the second. 
MY DM COMMITMENT To insure that those who participate in any game that I adjudicate are having fun, staying engaged, maintaining focus, contributing to the story and becoming legendary. "The secret we should never let the gamemasters know is that they don't need any rules." Gary Gygax Thanks for that Gary, so now stop playing RAW games. Member of the Progressive Front of Grognardia Suicide Squad
For those of us who are D&D players who like using miniatures, they really need to expand the Advantage to include flanking.  When you flank an opponent it's easier for you to stike him as you can use your ally's attack as a distraction to make your own.  And I would very much like to see some sort of rules for moving past an enemy giving them one swipe at you if the situation is right. 
Agreed, but I think most DMs who use miniatures will allow it in their games regardless. A rule would cement the notion for everyone, but we've got to work with what we have so far. You can be sure I put that in the Playtest Survey

Somehow I could see Morale come into play with Advantage. If the group of Goblin's Hobgoblin chieftan gets killed, that drops their morale significantly and they make Constitution saving throws. If they fail they have a 50% chance to flee the combat all together. Those that say and fight had either Disadvantage with their attacks or the attackers get Advantage.





I like this idea.  They don't have much heart when their leader is not pushing them forward.  Once they attack one round with disadvantage, I'd have them all try to flee!

A Brave Knight of WTF - "Wielder of the Sword of Balance"

 

Rhenny's Blog:  http://community.wizards.com/user/1497701/blog

 

 

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