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*Dungeons & Dragons
Aerial combat in 5e
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<blockquote data-quote="AlViking" data-source="post: 9658306" data-attributes="member: 6906980"><p>The reason I dropped the vertical climb and dive speed adjustments because of disagreements on how to apply it. If a character has the fly spell, should they be affected? It makes sense for a bird or a plane, but basic physics tells me that a dragon shouldn't be able to fly so there must be some magic or supernatural force involved as an example. Flying ships? Aren't those just using an advanced fly spell and on and on.</p><p></p><p>Anyway, if you want to use them you'll have to determine maneuverability.</p><p>[SPOILER="The rules from 3.5"]</p><p>Tactical Aerial Movement</p><p>Minimum Forward Speed: creature has to land if it doesn't maintain a speed.</p><p>Hover: The ability to stay in one place while airborne.</p><p>Move Backward: The ability to move backward without turning</p><p>Reverse: A creature with good maneuverability uses up 5 feet of</p><p>its speed to start flying backward.</p><p>Turn: How much the creature can turn after covering the stated</p><p>distance.</p><p>Turn in Place: A creature with good or average maneuverability</p><p>can use some of its speed to turn in place.</p><p>Maximum Turn: How much the creature can turn in any one space.</p><p>Up Angle: The angle at which the creature can climb.</p><p>Up Speed: How fast the creature can climb.</p><p>Down Angle: The angle at which the creature can descend.</p><p>Down Speed: A flying creature can fly down at twice its normal</p><p>flying speed.</p><p>Between Down and Up: An average, poor, or clumsy flier must fly</p><p>level for a minimum distance after descending and before climbing.</p><p>Any flier can begin descending after a climb without an intervening</p><p>distance of level flight.</p><p></p><p></p><p>[ATTACH=full]405268[/ATTACH]</p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="AlViking, post: 9658306, member: 6906980"] The reason I dropped the vertical climb and dive speed adjustments because of disagreements on how to apply it. If a character has the fly spell, should they be affected? It makes sense for a bird or a plane, but basic physics tells me that a dragon shouldn't be able to fly so there must be some magic or supernatural force involved as an example. Flying ships? Aren't those just using an advanced fly spell and on and on. Anyway, if you want to use them you'll have to determine maneuverability. [SPOILER="The rules from 3.5"] Tactical Aerial Movement Minimum Forward Speed: creature has to land if it doesn't maintain a speed. Hover: The ability to stay in one place while airborne. Move Backward: The ability to move backward without turning Reverse: A creature with good maneuverability uses up 5 feet of its speed to start flying backward. Turn: How much the creature can turn after covering the stated distance. Turn in Place: A creature with good or average maneuverability can use some of its speed to turn in place. Maximum Turn: How much the creature can turn in any one space. Up Angle: The angle at which the creature can climb. Up Speed: How fast the creature can climb. Down Angle: The angle at which the creature can descend. Down Speed: A flying creature can fly down at twice its normal flying speed. Between Down and Up: An average, poor, or clumsy flier must fly level for a minimum distance after descending and before climbing. Any flier can begin descending after a climb without an intervening distance of level flight. [ATTACH type="full" alt="1747064145893.png"]405268[/ATTACH] [/SPOILER] [/QUOTE]
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