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A friendly rule-challenge: 3.5 Flying
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<blockquote data-quote="Jon_Dahl" data-source="post: 5579424" data-attributes="member: 89822"><p>This thread is about understanding how non-magical flying works in D&D 3.5. Precisely this is about the challenges of 3D-movement in D&D 3.5.</p><p></p><p>I don't know about you guys, but I'm very bad with maths and physics. I really suck. I'm sure many people here have easy time with 3D-movement, but I certainly don't.</p><p></p><p>Let's start somewhere. Let's start with an example.</p><p><strong></strong></p><p><strong>Hippogriff fights a person (human) who is standing on the ground.</strong> Let's agree that the the ground is plains, with no obstacles and the person doesn't move and he/she simply reacts to hippogriff. The starting distance is whatever you want. <strong>Hippogriff doesn't want to touch the ground and uses only dive-attacks. Explain me round-to-round what happens.</strong> It's not necessary to mention what the person does, although AoOs are nice to mention.</p><p></p><p>Let me give it a try.</p><p>First we need to imagine eight 5-ft squares around the person (look at your number pad, the person is 5). Now this is easy. Above these squares are another eight 5-ft squares. Above the person is one 5-ft square. These 17 squares around and above the person are the squares that are within reach for the hippogriff and the person.</p><p></p><p>Ok.</p><p>First... the hippogriff makes a dive (effectively charge). It descends 10 ft and moves 50 ft forward, moving to an adjacent square 5 ft above the person (I hope you got it). Dive => Claw attack (double-damage). End of round.</p><p>Next round: Hippogriff must fly lever for 5 ft, so it enters the square above the person (attracting AoO). After this it uses rest of its 195 ft movement to turn 180 degrees (45 degrees per 5 ft of movement) and also ascends 10 ft, with the expense of 20 ft of movement (double cost). It ends the round with keeping 50 ft distance and 10 ft altitude from its target. End of round.</p><p>Next round: Everything repeats all over again.</p><p></p><p>P.S. Please don't kill me. I just want to "get flying", ok?<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":o" title="Eek! :o" data-smilie="9"data-shortname=":o" /></p></blockquote><p></p>
[QUOTE="Jon_Dahl, post: 5579424, member: 89822"] This thread is about understanding how non-magical flying works in D&D 3.5. Precisely this is about the challenges of 3D-movement in D&D 3.5. I don't know about you guys, but I'm very bad with maths and physics. I really suck. I'm sure many people here have easy time with 3D-movement, but I certainly don't. Let's start somewhere. Let's start with an example. [B] Hippogriff fights a person (human) who is standing on the ground.[/B] Let's agree that the the ground is plains, with no obstacles and the person doesn't move and he/she simply reacts to hippogriff. The starting distance is whatever you want. [B]Hippogriff doesn't want to touch the ground and uses only dive-attacks. Explain me round-to-round what happens.[/B] It's not necessary to mention what the person does, although AoOs are nice to mention. Let me give it a try. First we need to imagine eight 5-ft squares around the person (look at your number pad, the person is 5). Now this is easy. Above these squares are another eight 5-ft squares. Above the person is one 5-ft square. These 17 squares around and above the person are the squares that are within reach for the hippogriff and the person. Ok. First... the hippogriff makes a dive (effectively charge). It descends 10 ft and moves 50 ft forward, moving to an adjacent square 5 ft above the person (I hope you got it). Dive => Claw attack (double-damage). End of round. Next round: Hippogriff must fly lever for 5 ft, so it enters the square above the person (attracting AoO). After this it uses rest of its 195 ft movement to turn 180 degrees (45 degrees per 5 ft of movement) and also ascends 10 ft, with the expense of 20 ft of movement (double cost). It ends the round with keeping 50 ft distance and 10 ft altitude from its target. End of round. Next round: Everything repeats all over again. P.S. Please don't kill me. I just want to "get flying", ok?:o [/QUOTE]
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