D&D 5E The Elementalists (FULL)

Since you bring it up, Wikipedia says this: "Several bird species use hovering, one family even specialized in it. True hovering by generating lift through flapping alone rather than by passage through the air demands a lot of energy. This confines the ability to smaller birds. The largest bird able to truly hover is the pied kingfisher (about 17 cm long), although larger birds can hover for short periods of time. Larger birds that hover for prolonged periods do so by flying into a headwind, allowing them to remain stationary relative to the ground or water. Kestrels, terns and even hawks use this windhovering.

Most birds that hover have high aspect ratio wings that are suited to low speed flying. One major exception to this are the hummingbirds, which are the most accomplished hoverers of all the birds. Hummingbird flight is different from other bird flight in that the wing is extended throughout the whole stroke, the stroke being a symmetrical figure of eight, with the wing producing lift on both the up- and down-stroke. Some hummingbirds can beat their wings 52 times a second, though others do so less frequently."


In other words, a bird the size of a man would need to expend a crap ton of energy to keep you stationary in the air for long periods of time. It's possible, especillly higher up, but for the most part they need to be moving. You'd have to be able to flap just enough to push you away from gravity without jumping you up too high, then the upstroke would have to be fast enough to get back to the downstroke before gravity took over again. That's a lot of flapping for no movement. In contrast, flying straight propels you, so you don't have to flap as much and you can still fly at good speeds, which is not so tiring. So I'm going to say yes, you can hover, but only for a few rounds before you get too tired to stay in one place.

And I have no problems with spending your money on proficiencies. Languages, skills, tools, even a weapon if you want it (but only one, specific weapons at a time). But not a feat. That would be too much. Feats are only learned at ASI levels.
 

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Since you bring it up, Wikipedia says this: "Several bird species use hovering, one family even specialized in it. True hovering by generating lift through flapping alone rather than by passage through the air demands a lot of energy. This confines the ability to smaller birds. The largest bird able to truly hover is the pied kingfisher (about 17 cm long), although larger birds can hover for short periods of time. Larger birds that hover for prolonged periods do so by flying into a headwind, allowing them to remain stationary relative to the ground or water. Kestrels, terns and even hawks use this windhovering.

Most birds that hover have high aspect ratio wings that are suited to low speed flying. One major exception to this are the hummingbirds, which are the most accomplished hoverers of all the birds. Hummingbird flight is different from other bird flight in that the wing is extended throughout the whole stroke, the stroke being a symmetrical figure of eight, with the wing producing lift on both the up- and down-stroke. Some hummingbirds can beat their wings 52 times a second, though others do so less frequently."


In other words, a bird the size of a man would need to expend a crap ton of energy to keep you stationary in the air for long periods of time. It's possible, especillly higher up, but for the most part they need to be moving. You'd have to be able to flap just enough to push you away from gravity without jumping you up too high, then the upstroke would have to be fast enough to get back to the downstroke before gravity took over again. That's a lot of flapping for no movement. In contrast, flying straight propels you, so you don't have to flap as much and you can still fly at good speeds, which is not so tiring. So I'm going to say yes, you can hover, but only for a few rounds before you get too tired to stay in one place.

And I have no problems with spending your money on proficiencies. Languages, skills, tools, even a weapon if you want it (but only one, specific weapons at a time). But not a feat. That would be too much. Feats are only learned at ASI levels.

Very fair, thanks [MENTION=6855204]tglassy[/MENTION].
Cheers,

SG
 


Fun is what it is all about! That, and me getting as much experience pbp DMing as possible as my business partner and I start developing our own tabletop RPG, and finding people who like my DMing style enough to come playtest on our company website once we get that going, but that's completely beside the point. I'm a ways away from getting there.

But now that that cat's out of the bag, if you, at any time, would like to be involved in a new tabletop RPG, you can PM me to be put on a list of playtesters. We're going to need a lot of playtesting, and pbp is really the most efficient way to do that. We are still working on the rules and my IT guy (aka, my brother, who is about to have a degree in IT) is still working on the website, so it'll be a while before we actually need playtesters, but we're hoping to get close to being able to start sometime early next year. The setting we're starting in is zombie apocalypse with a little fantasy flair. We'll be adding in other settings as we grow, including plans for a fantasy setting, a sci fi setting, a steampunk setting, among others.

Just FYI!
 

Fun is what it is all about! That, and me getting as much experience pbp DMing as possible as my business partner and I start developing our own tabletop RPG, and finding people who like my DMing style enough to come playtest on our company website once we get that going, but that's completely beside the point. I'm a ways away from getting there.

But now that that cat's out of the bag, if you, at any time, would like to be involved in a new tabletop RPG, you can PM me to be put on a list of playtesters. We're going to need a lot of playtesting, and pbp is really the most efficient way to do that. We are still working on the rules and my IT guy (aka, my brother, who is about to have a degree in IT) is still working on the website, so it'll be a while before we actually need playtesters, but we're hoping to get close to being able to start sometime early next year. The setting we're starting in is zombie apocalypse with a little fantasy flair. We'll be adding in other settings as we grow, including plans for a fantasy setting, a sci fi setting, a steampunk setting, among others.

Just FYI!
I knew there was a catch! I feel cheated and defiled!!! You can put me on the list wouldn't be my first play test either. I charge £20 a post [emoji13]
 



Fun is what it is all about! That, and me getting as much experience pbp DMing as possible as my business partner and I start developing our own tabletop RPG, and finding people who like my DMing style enough to come playtest on our company website once we get that going, but that's completely beside the point. I'm a ways away from getting there.

But now that that cat's out of the bag, if you, at any time, would like to be involved in a new tabletop RPG, you can PM me to be put on a list of playtesters. We're going to need a lot of playtesting, and pbp is really the most efficient way to do that. We are still working on the rules and my IT guy (aka, my brother, who is about to have a degree in IT) is still working on the website, so it'll be a while before we actually need playtesters, but we're hoping to get close to being able to start sometime early next year. The setting we're starting in is zombie apocalypse with a little fantasy flair. We'll be adding in other settings as we grow, including plans for a fantasy setting, a sci fi setting, a steampunk setting, among others.

Just FYI!

Some advice then, from someone that has been playing pbp for a LONG time (14 years now, holy smokes, time sure does fly ;-)
Even if it's counter-intuitive, the best way to deal with initiative in pbp is, imho, to use group initiative. You can take the average modifier, the highest or lowest; it doesn't really matter, but the way initiative is managed had a direct impact on the survival of the games. I have seen MANY games die because of initiative. More often than not, there is a player that doesn't post as fast as the others, and if the initiative order is followed rigidly, the game stalls. This causes the combats to take forever (i.e. weeks to months) and is super boring. My recommendation is to group initiative. Have players post their actions when they post it, and have the bad guys act before or after, and don't worry about the order of actions. Things will flow much more smoothly, to the enjoyment of all. If a player lags, move to the next round, and have that player take two actions (one make-up, and one normal). Keep the action flowing, so the other players remain involved.

This has as a side benefit of making Dexterity less of a "god stat" (AC, to hit and init; that's a lot!). If someone has the Alert feet, they need to be responsible to check the threads more often so that they can post quickly their action. If they can't commit to that, they can't take the feat!

My two cents, but if you're looking at making a business of this, I recommend you take it into consideration.

I'm also volunteering to be put in one of those lists, since I like to give my opinion (and have someone at least make it appear that they are listening ;-)
Cheers,

SG
 

You know, initiative is one of those things I wanted to fix. In fact, action economy as a whole needs a one up. No way six normal guys can kill a dragon simply because they get six actions and the dragon only gets one. Sure, legendary actions are great, but let's be real, here. We've got some ideas, but we'll have to see them in action to see if they work. Thus, playtesting.

However, in this case, I've run into that problem DMing DND pbp. There's a game I've been running for a few months now on another site that has one player in particular who can't post more than once a day, and another couple who can post fifty times. He feels like he's left behind, and when combat comes up, he inevitably makes the game take longer, so I think I'll try incorporating your idea. And we'll try it with this game, too, to see how it works. Always looking for ways to make things more efficient!
 

I don't see my character hovering, so he's not going to.

I might change my feat before we get started though and I think I have figured out my magic item and how I got it.
 

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