D&D 5E Flying Races: Limiting Flight

Good, old-fashioned grappling hook tied to a long-enough length of rope and a solid throw can circumvent that easily.

About the only flying-required gating I can think of that can't be bypassed by a first level party with a bit of creativity are ones that are beyond what a creature like an Aarakocra could fly to anyway. And quite possibly beyond what even the Fly spell could reach.

I agree. A grappling hook and a BFG ballista could do the trick in a flying mote. Even a small familiar could theoretically carry one hook and rope.
 

log in or register to remove this ad

Personally, I don't see a need to restrict flight. Would you further restrict a gnome's magic resistance? There are ways to find time for that ability to shine, as well as cause discord without nerfing it. But that's just my perspective.

Constant access to flight can be obnoxious for DMs at low level; I can understand the desire to limit it. Terrain, traps, and creatures that lack ranged attacks require extra DM prep or changes to be of interest at low levels. It eliminates many of the traditional hazards of low level play in a way that other abilities do not. I am not allowing flying PC races in my next campaign, a wilderness sandbox hexploration where a flying PC would diminish some of dangers and reveals I have planned.
 

Flying is a weak gate because:

1) At level 1, a familiar can carry a grappling hook up the cliff/across the chasm, with a very long rope attached. This allows them to traverse gaps that are too far to throw a grappling hook. If the rope is long enough, the familiar might even loop it around something and come back with it.

2) At level 2, a druid can turn into a creature with a climb speed. This negates most cliffs as an issue. Now the DM can rule that a super sheer cliff can't be climbed, but it would have to be solid flat stone; if there are any grooves at all, a climbing animal will scamper right up there.

3) If the DM rules that an animal familiar can't set a grappling hook, not even if it succeeds on an ability check, then at level 3 a warlock can get an imp or quasit familiar that can certainly do it.

4) Also at level 3: levitate, spider climb, misty step.

So, really, by level 3 the party can probably navigate cliffs and chasms, and possibly earlier. There may be risks involved, like falling off the rope or getting attacked mid-climb, but those apply equally when the party has a flying PC.

This is just the reality of trying to run a "Metroidvania" style dungeon in an RPG. Given enough time and resources, the party can simply dig/cut/dissolve their way through most obstacles, if they really want to.

The secret is to not rely on gates, but enticements. If the party has to choose between climbing a treacherous cliff or simply walking down a hall, give them reason to suspect that their quest goal is down the hall.
Sure, gates don’t work if the players have unlimited time and resources to deal with obstacles. I don’t know why a DM would bother presenting players with an obstacle they have unlimited time and resources to deal with, but technically if you did, you couldn’t make effective use of gating.
 

Sure, gates don’t work if the players have unlimited time and resources to deal with obstacles. I don’t know why a DM would bother presenting players with an obstacle they have unlimited time and resources to deal with, but technically if you did, you couldn’t make effective use of gating.

If by "unlimited resources" you mean "you allowed them to do anything except pick from the starter builds in the PHB," then sure. You have a point.

However, to make a flying gate work at level 1 until they hit level 5, you need to restrict their access to flying animals and creatures of all sort, siege weapons (as in, don't put any in the game to begin with), flying forms, spells like spider climb, climbing gear, rope and similar materials, whips, fabric (don't put in any places that sell clothing or fabric, or fabric products, of any sort)...

Basically, you need to drop them in the middle of unsettled wilderness for five levels in every campaign. Which, in turn, eliminates a lot more gates than simply accepting flying gating is a poor hill to die on.
 

Sure, gates don’t work if the players have unlimited time and resources to deal with obstacles. I don’t know why a DM would bother presenting players with an obstacle they have unlimited time and resources to deal with, but technically if you did, you couldn’t make effective use of gating.

You don't need unlimited time and resources; you only need enough time and resources to deal with the gate at hand. My point, and others, is that low-level characters frequently do have enough time and resources to circumvent cliff/ravine gates.

So it's really a matter of degree. A flying PC makes it slightly easier to circumvent a cliff ravine gate, not super easier. So you have to weigh that against the fun of players playing a flying PC. If you've decided that at your table the trade-off is worth it, and banning flying races does make your games better, that's totally great! But I'm not convinced that it's good general-purpose advice for other DMs.
 

Y'all are convincing me to install these gates, and to ban flight in all forms (including wildshape and familiars). Watching the players figure out how face tge challenge sounds like loads of fun.

Especially if they're gonna use siege weapons!
 

Y'all are convincing me to install these gates, and to ban flight in all forms (including wildshape and familiars). Watching the players figure out how face tge challenge sounds like loads of fun.

Especially if they're gonna use siege weapons!

The siege weapons one is a lot less entertaining than it seems. Catapult + feather fall is a standard go-to. If you have a ballista, tying a rope around the halfling, gnome, or elf and then tying them to the bolt before firing is another one; just make certain you have enough rope.

Now, if you need a medieval form of a tracer for adjusting your aim with the feather fall method, use several commoners, make certain each had a healthy meal first, and replace the catapult with a trebuchet. Or wait until dark and cast a light spell on their shirt.

Now, if you have a cannon instead of a ballista, you don't use an elf and hopefully the halfling or gnome has enough fire and damage resistance...

I've also had players do things like escape a lord's manner by making a rope out of his curtains.
 
Last edited:

You don't need unlimited time and resources; you only need enough time and resources to deal with the gate at hand. My point, and others, is that low-level characters frequently do have enough time and resources to circumvent cliff/ravine gates.

So it's really a matter of degree. A flying PC makes it slightly easier to circumvent a cliff ravine gate, not super easier. So you have to weigh that against the fun of players playing a flying PC. If you've decided that at your table the trade-off is worth it, and banning flying races does make your games better, that's totally great! But I'm not convinced that it's good general-purpose advice for other DMs.

Totally agreed. I was not giving it as general advice for other DMs. The OP asked for recommendations of how to limit flight (presumably because they had already decided they didn’t want to allow flight as-is) and I gave a suggestion for their particular circumstances. I also explained my reason for not allowing flight at first level - that it limits my ability to use gates for which flight is the key (assume I do not allow players unlimited time and resources to work around these gates and take their capabilities, resources, and time into account in designing such gates). If that’s not a problem for others, great. I’m not telling anyone they should be banning flying races for the reasons I do. Just explaining my own choices.
 

Unless you are 15' tall I don't understand how/why you would require 15' x 15' to fully utilize your flight.

I think the 15' of height assumes the character can make hard turns that would require the character's wings be perpendicular to the ground. I don't worry about that. For me, as long as the character can fully extend her wings (and I assume a 15' wingspan for a medium-sized character) she can fly.
 


Remove ads

Top