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<blockquote data-quote="Benjamin Olson" data-source="post: 8751961" data-attributes="member: 6988941"><p>The action economy limitations make this reasonably balanced for combat. Basically it's an aerial equivalent of taking the dash action, giving up most of what you can do on your turn to get into a position you want. Possibly the biggest problem with a flying character, having them be able to be unreachable in any combat where the enemy lacks a ranged capability, is largely irrelevant here. If they are able to become unreachable here it either requires their action every turn or the DM providing an unreachable place for them to land.</p><p></p><p>The trouble is that the other reason people like to ban low level flight is that it can cheese out of combat challenges if group members can just fly across the dangerous chasm or to the top of the tower they were going to have to fight their way up. Personally I'm of the school that if you are running so many exploration challenges contingent on players not having flight that you have to ban flight you probably need to rethink your game. Nevertheless flight is a powerful ability, and I'm not sure that the opportunity cost of investing in a cantrip justifies gaining it.</p><p></p><p>I'd also note that a primal cantrip seems destined for druids, a class specifically kept from using their signature wildshape ability to fly until level 8. I still think investing one of their two cantrips known at level 1 in a rather limited flight ability is probably reasonably balanced.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 8751961, member: 6988941"] The action economy limitations make this reasonably balanced for combat. Basically it's an aerial equivalent of taking the dash action, giving up most of what you can do on your turn to get into a position you want. Possibly the biggest problem with a flying character, having them be able to be unreachable in any combat where the enemy lacks a ranged capability, is largely irrelevant here. If they are able to become unreachable here it either requires their action every turn or the DM providing an unreachable place for them to land. The trouble is that the other reason people like to ban low level flight is that it can cheese out of combat challenges if group members can just fly across the dangerous chasm or to the top of the tower they were going to have to fight their way up. Personally I'm of the school that if you are running so many exploration challenges contingent on players not having flight that you have to ban flight you probably need to rethink your game. Nevertheless flight is a powerful ability, and I'm not sure that the opportunity cost of investing in a cantrip justifies gaining it. I'd also note that a primal cantrip seems destined for druids, a class specifically kept from using their signature wildshape ability to fly until level 8. I still think investing one of their two cantrips known at level 1 in a rather limited flight ability is probably reasonably balanced. [/QUOTE]
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