D&D 5E Aerial combat in 5e

I'm setting up to run a midair combat in my Dungeons of Drakkenheim game, and I'm struck at how little there is in the way of rules or even guidance in 5e. I've found some supplements that deal with Spelljammer combat, but that's not what I'm looking for. I need griffons vs. chimeras vs. gargoyles kind of stuff.

Anyone have a bright idea about where I might look? A third party supplement, or maybe an earlier edition? Or possibly even a different game? I'd like to somehow make it different and more interesting than a normal 2D fight.
 

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and I'm struck at how little there is in the way of rules or even guidance in 5e.
Because 99,5% of all combats will not be airborne in 5e. You definitely will need 3rd party supplements for that.

IMO i would go for an abstract system that doesn't try to measure height differences in feet and also doesn't try to involve real physics too much. Players and DMs often already have a hard grasp on 2D battlefields, especially when evelations like balcony is involved. If you now have the full third dimension for free movement available, its getting more and more complex.

I personally run aerial combat completely the same like mounted combat on ground and just have a second "air" layer above the ground layer if its a mixed ground-air battle.
 

In the game systems I read and played aerial combat whether that's flying creatures or vehicles, they're all relatively the same. It all comes down to speed and maneuverability. 2E or 3E D&D had some rules although a little complex for my taste. The original 2E Spelljammer boxed set has ship to ship combat which was 3D. I think the War Captains Companion from that setting expanded on the rules too. I don't know for sure, but perhaps one version of Dragonlance has mounted aerial combat rules as well. If this encounter is a one and done, just wing it and make it up as you go along. Basically, the bigger and heavier the creature is it will take longer before it can attack, fly passed, turn around, fly back to attack again. For instance, maybe a tiny/small creature can attack every round, medium to large every other round, huge and gargantuan can attack maybe every 3 or 4 rounds.
 

A significant difference for flight is the 'cruising speed'. Every turn that moves ADDS the speed to the previous turn. There is acceleration.

Turn 1: 30 feet. Turn 2: 60 feet. Turn 3: 90 feet. ... With some of the fastest fliers maxing around 200 mph during dives ≈ 1700 feet per turn !!!
 



When i run aerial encounter, i use 3D metrics in a 2D field. Basically, i convert 5 feet squares into 5 feet cubes and calculate reach, range and area of effects accordingly. For top view i use 2D map with marker on miniatures for their respective elevation from the ground and use graph paper to illustrate side view as required.
 

When i run aerial encounter, i use 3D metrics in a 2D field. Basically, i convert 5 feet squares into 5 feet cubes and calculate reach, range and area of effects accordingly. For top view i use 2D map with marker on miniatures for their respective elevation from the ground and use graph paper to illustrate side view as required.
Pretty much this, except I skipped the graph paper. My Against the Idol of the Sun had Aarakocra as the main enemies and a lot of flying boats. Everything is 5' cubes, with a "floor" of the top of the jungle canopy typically 20' below the fixed cruising height of the flying boats.
The use of flying boats was pretty key to making sure that characters who don't fly can contribute, and that the flying enemies can't just hit and run. Dimension Door+Barbarian passenger = ship stealing!

The artificer was able to create several Brooms of Flying in just a few days once they got someplace safe with the proper materials.

Also, I subscribe to Matt Colville's "There is no Pythagoras in D&D" simplification. If an enemy is 40' higher than you and 30' in front of you, it only takes 40' to reach him, not sqrt(40^2+30^2) movement. There's enough math at the table.
 

Also, I subscribe to Matt Colville's "There is no Pythagoras in D&D" simplification. If an enemy is 40' higher than you and 30' in front of you, it only takes 40' to reach him, not sqrt(40^2+30^2) movement. There's enough math at the table.
Thats a pretty good simplification one that I might use if I ever have the need to. I always thought that most aerial combat rules I read were overly complicated than they needed to be.
 


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