[3.0] Perfect Flight

VictorSim

First Post
I have a player who has natural perfect flight capability with a 40' movement rate. Perfect flight allows flyers to fly upwards at normal movement rate (instead of half like other flyers) but still descend at double movement rate.

My player attempted the following fly up at a 45 degree angle 20' (movement cost 20' ignoring pythagorus). Then fly down at double movement rate of 40' (at a cost of only 20' due to downward momentum). The result was that he could now move a total 60' per move even though he only had a 40' movement rate.

My interpretation was that the double movement rate only applied to the vertical axis and not the horizontal axis. Thus the player making this maneuveur could only fly 40' horizontally but would be 20' below (having flown up 20' and then down 40') his initial elevation vertically.

I'm interested in the opinions of others on this ruling and if there are any official rules on this maneuveur.

Thanks,
Victor
 

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Shirt Guy John

First Post
I never really thought about it before, but I think that it would make much more sense that the double movement would only apply to vertical movements, just to keep flyers with high speeds from being too incredibly fast.

On the other hand, I can see how flyers would, in real life, get a good boost in speed for decending at all.

Wow... though it doesn't help, at all, I'd say that I'd really be on the fence about the issue too.
 

kreynolds

First Post
I don't really have a problem with this. Birds do it all the time. Something with better maneuverability should also be able to do it, and they should be able to do it faster. Seems fine to me.
 

Mal-2

First Post
VictorSim said:
My player attempted the following fly up at a 45 degree angle 20' (movement cost 20' ignoring pythagorus). Then fly down at double movement rate of 40' (at a cost of only 20' due to downward momentum). The result was that he could now move a total 60' per move even though he only had a 40' movement rate.

That's what happens when you ignore pythagorus. Diagonal movement in 3 dimensions should work like diagonal movement in two dimentions. It should cost 15 feet of movement for every 10 feet covered on the ground if you are acending or descending (that assumes a 45 degree angle, 5 feet up or down for every five feet forward. I think that's fair considering the limited arcs of movement on the ground).

Then the player could move 10 feet up and forward (using 15 feet of his movement), then drop 35 feet down and forward (using 25 feet of movement, doubled), for a net gain of 45 feet horizontal and a drop of 25 feet vertical.

He can still eke a little bit of extra horizontal movement out of diving, but not and still stay level.

Mal-2
 

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