Originally Posted by Druid_NPC
I actually like this, it encourages you to better position your party in combat and think more tactically.


I think there are better ways to provoke tactical thinking than forcing players to make really awkward movements to squeeze extra benefits out of combat. My fighter standing in front of an enemy with 62% to hit shouldn't suddenly get a 84% to hit because they're now standing behind the enemy. High ground low ground is less bothersome, but it still isn't a D&D mechanic, and while I'm all for critically rethinking some D&D mechanics to adapt them to this video game, I can't really say I enjoy this particular one. My rogue is essentially acting as a ranger most of the time. My cleric is scrambling for beneficial positions to hit a Guiding Bolt. I'm not a fan of it.

Maybe there's a better way to tackle this issue that isn't getting rid of this completely. But I find myself dedicating all my turns of combat to repositioning and finding benefits, which isn't really a fun way to play to me.