Didn't people say bumping up the Fly level just delays the problem?
Which helps somewhat AND the more important factor that Chariot power doesn't have the same problems as Fly did.
I can deal with Chariot easily, Fly not so much.
Didn't people say bumping up the Fly level just delays the problem?
Plus of course the one that everyone seems to be missing is this:
All day overland flight costs the same as a level 5 magic item.
Huh?
MM pg 146. Hippogriff and Griffons cost 1000 gp. The same as a standard 5th level magic item. What level was everyone complaining about all day flying at? *drum roll* 5th!
Ta-da!
Oh well, at least it can't be abused because not everyone has Ride as a class skill. Wait. What? There is no more ride skill? Everyone is automatically fully proficient at riding everything from Steelback Chihuahuas to Needlenosed Landsharks?
Well, they are hard to train, right? D'oh! No more training rules!
Wow I sure am glad 4e cleared that problem up!
I realy can't believe people don't see the difference between "superhero" flight and riding a pegasus/griffon?
So, in order to counter a 3rd level wizard spell, I can no longer use 3/4 of the monster types in the game? I mean, sure, humanoids, giants and a couple of other types can use bows, but, everyone else is screwed.
I think I'd rather do away with the spell, or move it up to the point where the majority of creatures have built in ways of countering it, rather than forcing every dungeon to be a tower of orcs.
I can.I realy can't believe people don't see the difference between "superhero" flight and riding a pegasus/griffon?
I think 3/4 is a just a bit of an exageration dont you? Considering we were talking about flight in a dungeon any creature in the book with hands to use missle weapons, a climp speed to just run up the walls or ceilings and get to the wizard anyway, a breath weapon the reach him or any sort of ranged spell like, extraordinary, or psionic ablity was on fairly equal footing. I havent counted but i really doubt that 3/4 of the monsters in 3e dont have any of those abilities.
As for the ones that ones that dont? Oh well, the wizard got a good spell in that made him alone pretty much immune to most of the vermin and basic animals in the book. I dont really think that its so terrible that a couple of big bugs and some animals arent a threat to a 5th level guy anymore.
No, I don't consider it to be an exaggeration at all.
Hands assumes humanoids or giants. So, they can be used.
Climb speed? Well, sort of. But, the flier simply has to keep some space between him and the climber and he's golden. Climb simply won't really work.
Psionics? Mind Flayer is CR 8. AFAIK, nothing else has anything close.
How many CR 5 or lower creatures actually have a ranged attack? Not too many. Some do. Some fly as well. But, the vast majority don't.
Sure, if you ensure that all dungeons have ceiling height of Monster +3 feet, then fly isn't a problem. So long as you never adventure outside, or in large areas.
In other words, the existence of this spell limits what we can create. We HAVE to take this into account when designing adventures. Because if we ignore it, then it can easily overpower encounters - either by completely negating them by bypassing, or making them ridiculously easy because the monster cannot reach the party.
Which is fine. The problem with cheap low-level fly is not the travel issue, but the tactical advantage it gives in combat and in physical challenges.