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D&D 5E 4-Element monks are the only monk archetype that excels against flying enemies

A DM restricting your class options and spells is completely different than a DM that doesn't give you every magic item you'd think is convenient for your character. If you want to fly as a monk, go 4Ele or multiclass.
A DM who doesn't allow magic items is in the same realm as a DM who doesn't allow Feats or Multiclassing. A DM who doesn't want Flight in his games is probably going to block class choices that allow Flight.
 

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A DM who doesn't allow magic items is in the same realm as a DM who doesn't allow Feats or Multiclassing. A DM who doesn't want Flight in his games is probably going to block class choices that allow Flight.
A DM that doesn't let you get magic items is different than a DM that doesn't let you get your magic item. Even I gift my players magic items in low magic settings, but if your request doesn't fit my setting then it's not happening.
 

A DM that doesn't let you get magic items is different than a DM that doesn't let you get your magic item. Even I gift my players magic items in low magic settings, but if your request doesn't fit my setting then it's not happening.
That seems like a pretty narrow slice of the DM'ing pie. I'm sure it exists somewhere with players that are totally happy with their DM, and more power to them. But the books provide plenty of options for getting magic items you might need, and getting tools to help your trade is a normal thing people do.
 

That seems like a pretty narrow slice of the DM'ing pie. I'm sure it exists somewhere with players that are totally happy with their DM, and more power to them. But the books provide plenty of options for getting magic items you might need, and getting tools to help your trade is a normal thing people do.
You know what? How about I start a poll.
 


Not if having flying boots would make the campaign un-fun by trivializing the encounters.

If flying boots is trivialising your encounters, you need to work on your encounter design.

Many PCs can fly by T2. By T3 nearly all of them should be able to.

Also, it seems to me you are suggesting that the direction of campaigns should be determined by the desire of the players to acquire certain powers/mechanics/items. A game focused on "builds" is not very interesting to me. I like games in which the goals of the players are based on narrative ("saving the princess", to evoke an overused trope as an example).

You're Stormwind-ing here, and those two things are not mutually exclusive.

It's funny, I'm usually totally ok with what some folks call metagaming ("burn the trolls") but I find what you are describing...players picking magic items from the book and then making the acquisition of those items the goals of their characters...pretty icky. I'm glad the people I play with don't play that way.

Why? Whats wrong with a player wanting their player to be able to fly? It's no different to a Wizard hunting down a wand of fireballs, or a fighter hunting down a kick ass magic weapon. It's a perfectly reasonable and logic thing to do. Hunt one down, or craft one yourself.

With the advent of the artificer, thats even a trope established by RAW now. A PC can literally make magic items for the rest of his party.
 
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My games have nothing to do with this discussion. We're discussing the "default game."

So default is the reality of the masses? I don't trust the opinion of the masses. So, I don't think we can find any common ground. Have a nice day.

So regardless of the RAW being that wizards can fly (from 5th level) and the presence of magic items in every module, DMG in every edition, every published campaign setting and indeed most campaigns actually run (including the ones you yourself play in)... the presence of both is somehow not the default?

Unless you're trying to be obtuse, you get my point surely?
 

I have not heard of someone blocking Wizard, Sorcerer and Warlock unless they're doing low magic (which I still say does not fit 5E in the slightest)

Flight is not nearly as big of an issue as people make it

Exactly. You just ensure your encounters feature flying creatures or creatures with ranged attacks at reasonable frequency. Or you set them in dungeons. Occasionally you let your PCs rain death from the sky and feel good about themselves.

In games I run most PCs are flying from late T2. In my last AoW campaign, the Warlock was riding around on a Broom of flying, the Cleric had boots of flying, the Druid had an elemental banner that let him fly (and they could all cast or assume flying forms anyway via wild shape, polymorph, air walk or the fly spell), the Bard would cast Fly, and the Swashbuckler had Lightning and Thunder, paired swords that let him fly 1/ short rest.

And that was at around halfway through T2, approaching T3.

It broke nothing. Beats me why people are scared of it.
 

Personally I love the idea of flying monks. I love it so much it should have been a class feature, and is a class feature in my own houerules for Monks. It simulates the whole 'Wuxia martial artist' vibe they have going on.
 

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