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Are you including adventures for parties level 14 and up?
No, the statement I responded to said nothing about this being the case for levels 14 and up only, and I did not interpret it that way, so I did not limit my reply to that either. There are flying races which can do so starting at level 1. Those are what I was thinking of.
 

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Of course, flying is an issue. If a DM has to design or change every encounter to take permanent flying into consideration, it feels manufactured and unnatural, especially because the flying character will be looking for that natural advantage. If they rarely find it, it feels fake.
You don't have to do anything manufactured, just actually vary one's encounter design beyond choosing a different melee-centric bag of hit points from last time.

Not every encounter or adventure takes place in a dungeon or building with ceilings. Overland travel and "random encounters" are not uncommon. For example, during overland travel, the party runs into a hunting party of brutish creatures that can't fly. The flying PC can solo them, or at least make them run away, without breaking a sweat. The only danger to their peers is if rather than stay away, those characters choose to put themselves into harms way for fun.
Wait... so less obnoxious random encounters and boring overland travel?

Bonus.

And even underground, if it is in the Underdark, or a large cavern big enough for a Huge+ creature to traverse comfortably, the flying character is still at an advantage over anyone else who can't reach them.
Again, the dumb, melee-centric monster that barely deserve to exist. Drow all have hand crossbows. duere... drau... extra burrowy dwarves can get big and dwarves and throwing hammer go together like peanut butter and banana. A Huge creature is 4 cubic squares; 20ft. That is not a distance where 'I can't reach them' is justified for anything calling itself a monster.

Heck, there are builds based around a caster soloing a tarrasque because "technically" it doesn't have a ranged attack or it doesn't have aura that messes with flying. When the Tarrasque became a reality in an older campaign of mine, I had to tell the party not to theorycraft based on the MM statblock, because the statblock was going to be different. (I had altered my Tarrasque into an Earth Primal that affected gravity and flying around it.)
Then use a good monster instead of the pumped up French dragon.
 



I mean, a competently built character of any type is 'absolutely and issue' in most published adventures that aren't intentionally difficult.
maybe, but it is much easier to adjust for ‘strong fighter’ than for ‘flying ranged attacker’, you just need to add more of the same, and the environment can stay as is. Flying needs a lot more adjustments than that
 



While I don't like flying, because it looks silly, a lot of its problems for scenario design are inherent in other stuff as well, like Misty Step-equivalents to where-ever you can see. Living in a magical world is just going to do that to regular challenges. That said...

Drow all have hand crossbows. duere... drau... extra burrowy dwarves can get big and dwarves and throwing hammer go together like peanut butter and banana. A Huge creature is 4 cubic squares; 20ft.

Longbow's basic range is way beyond most non-dedicated ranged options. So the only thing that challenges a floaty archer outdoors is something dropping on them from the clouds.
 


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