Scott Christian
Hero
I agree, it is easy to solve. I gave a list of ways to solve it. The problem comes when you have one PC that can fly. Players that choose this, that is one of their things. So when the DM constantly comes up with ways to negate it, it becomes a tit-for-tat, where the player feels like their tat means nothing.It's a meaningful problem for all of 2-3 brief levels of the game. Add in rough winds conditions when you wish to ground a PC for a fight, done problem solved.
Ever play in a game where the DM does all this work. Has this cool laid out plan. Then boom, the player does something inventive or clever or uses their gear or power in a unique way, and it just shatters the DMs plan. Everyone (and the DM) is like - That was awesome! Now, pretend you build a PC, and every time you tried to do that the DM came up with some reason to negate it. It kind of sucks. And that is what I think many layers will feel those first few levels.
Look, most players are going to take a flying PC because, you know, they picture flying to be this cool mechanic that keeps them out of trouble and a skill that can be used in all sorts of useful ways. Now, if every time they try the wind gets strong, the carrion crawler can suddenly jump 60', the gelatinous cube also just happens to have stirges nearby - it will not be fun, but rather a point of frustration.
That is flying at low levels. Not to mention what it does to DMs who like more natural encounters.
Maybe I am wrong, but I don't see what is so hard about seeing both sides here.