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

I don't see how that makes it the default setting. APs are additional purchases not included with the Dungeons and Dragons game (PHB, MM, DMG). Perhaps, instead of giving examples, it might be more helpful to propose a definition of what a default setting is.

Because that's the setting DnD defaults to when they write adventures.

Its also the level of magic and power on parity with the level of magic and power possessed by the classes as presented in the PHB.

A low level Fighter (T2) can literally beat a T-Rex with a rusty knife in ANY setting. Most classes can take one down at that level, That's not low magic or gritty realism. That's a superhero. Thats the classes as written.

Reflected in the settings (which mirror this kind of high magic superheroics).

DnD (RAW alone) is not low magic or gritty realism. Its borderline gonzo high magic (as are all it's published settings to date). Most have flying cities, a history of magical WW3, Gods walking the earth, interdimensonal and outerspace travel and more.
 

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Because that's the setting DnD defaults to when they write adventures.

Its also the level of magic and power on parity with the level of magic and power possessed by the classes as presented in the PHB.

A low level Fighter (T2) can literally beat a T-Rex with a rusty knife in ANY setting. Most classes can take one down at that level, That's not low magic or gritty realism. That's a superhero. Thats the classes as written.

Reflected in the settings (which mirror this kind of high magic superheroics).

DnD (RAW alone) is not low magic or gritty realism. Its borderline gonzo high magic (as are all it's published settings to date). Most have flying cities, a history of magical WW3, Gods walking the earth, interdimensonal and outerspace travel and more.
It also doesn't really matter how high or low magic your setting is, without DM permission, you may never see a flying magic item the entire campaign.
 

Magic items are rare by default. Too rare to go and buy. And what's available is up to the DM to decide, not the player.

And that's fine if you want to go that way.

My Monk approaches an Archmage in town In your campaign) and requestes some Boots of Flying. In exchange he will complete a quest or provide some service for the Archmage (or exchange a magic item the Mage might be interested in).

What do you say?

I mean, if you're going with a hard 'YOU CANT GET AN ITEM UNLESS I RANDOMLY ROLL IT ON A CHART AS PART OF TREASURE' that's fine man; I'll just Multiclass into something with fly, or if you dont allow multiclassing, I'l just play a damn Wizard (seeing as you want to bar martials from fun things like flight).
 

Because that's the setting DnD defaults to when they write adventures.
That just makes it the default (if such a thing exists) for WotC commercially written products, not the game itself.

By the way, I'm not not clear what you mean by "default setting." I really think a definition would be helpful. Otherwise, we're simply discussion an approximation.
 

That's not really DnD though is it? I mean fly has been a staple spell at 3rd level in this game since day 1 of edition 1, along with fireball and lightning bolt. Eagle barbarians can fly when they rage. Elemental monks can fly. Sorcerers, Warlocks, Clerics, Druids, Eldritch knight Fighters and Wizards can fly. So can Paladins on an appropriate steed.

Heck; more classes than not have access to flying baked in to the class.

DnD (and its settings) are not low magic or Tolkien-esque. Classes can (and indeed are expected to) travel to alternate realities, teleport, fly, fire beams of magical energy out of their fingers disintegrate things, slay T-Rexes with a rusty dagger, shoot a crossbow 8 times in 6 seconds and more. DnD characters dont run from the Balrog; they fight it with sharp pointy sticks, and win.

Im not critiquing you for wanting to play that way man, but you're playing against the default assumptions there.

Whoah, Nelly!

I didn't say I ban fireballs and planar travel and teleporting and disintegrate. And I didn't say I try to replicate Middle Earth (well, unless I'm playing The One Ring). I just conceded that maybe I tend toward something more Tolkien-esque.

And I said I like magic items to be rare and special...which is pretty much the 5e default. The one change from straight-up, by-the-book 5e is that sometimes I ban the fly spell, or at least make them track it down on their own.

For the record, I'm more accepting of high-level class abilities that permit flying because, well, it's high-level. But every 5th level wizard or sorcerer flying? Not a fan.
 

And that's fine if you want to go that way.

My Monk approaches an Archmage in town In your campaign) and requestes some Boots of Flying. In exchange he will complete a quest or provide some service for the Archmage (or exchange a magic item the Mage might be interested in).

That assumes 1) An archmage lives in town, 2) he's willing take audience, 3) he's willing to hear requests, 4) he has a pair of Boots of Flying, knows where a pair is, or can make them, 5) there is something your character can do that could possibly assist the archmage.

Now #1 is probably a given. But I'm not so sure about 2-5. Care to explain?

Is this something to do with the "default setting," because I still don't understand what that is? A definition would really help.
 

My Monk approaches an Archmage in town In your campaign) and requestes some Boots of Flying. In exchange he will complete a quest or provide some service for the Archmage (or exchange a magic item the Mage might be interested in).

Yeah, that doesn't happen in my game. If there's an Archmage in town, and he feels like talking to you, there's about a zero chance he's got a pair of flying boots just sitting around. "What do I look like, Ye Olde Magic Shoppe?!?! Now be off with you, before I set my enchanted flying brooms on you!"
 

For the record, I'm more accepting of high-level class abilities that permit flying because, well, it's high-level. But every 5th level wizard or sorcerer flying? Not a fan.

But that's DnD, and has been since day 1 for like 40 years.

Those sorts of expectations are built into the game (and game worlds). DnD is more a game of fantasy superheroes, more than anything gritty or low magic.
 

But that's DnD, and has been since day 1 for like 40 years.

Those sorts of expectations are built into the game (and game worlds). DnD is more a game of fantasy superheroes, more than anything gritty or low magic.

So there's nothing you don't like about D&D, and houserule the way you like it?
 


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