Dealing with PCs that can fly at will

If you really need to get them down and they have Average or lesser manuverability (and thus a minimum forward speed), trying using a method to stop forward movement. Hold Person, grappling, strategic use of nets (don't have to bother with proficiency, just accept the -4 -- it's only a touch), strategic use of Confusion or Wall spells, etc. If it can't complete this movement, it falls 150' the first round and if it fails a reflex save DC 20 (and hasn't hit the ground yet) falls another 300' the second round.
 

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Lord Pendragon said:
The smart spellcaster will cast Fly on the fighter. Let him be a big target. That's what fighters are for. :p

Of course if the fighter flies into the air the enemies on the floor run under him to splat the spell casters.
Different method, same result.
Basic rule is, once you lose your shape the spell casters are vulnerable

Majere
 


Ogrork the Mighty said:
I don't mind flying, but when the entire party is casting fly/air walk spells in every battle, it gets tiresome real quick.

If they have enough time to do so and enough spell slots to make it viable then likely there are other tricks they could be doing with those rounds instead ;)

In any event, I think that flying is pretty much assured at higher levels. Too many things fly or have increased manuverability at higher levels for it not to become an option as well. At low levels crossing the river or a chasm might be a challenge, at higher levels it shouldnt even be worth mentioning unless there is something extra special about it.
 

Ogrork the Mighty said:
I don't mind flying, but when the entire party is casting fly/air walk spells in every battle, it gets tiresome real quick.

Does it get equally tiresome when PCs cast Fireball and Magic Missile in every battle?
 

Yup. It sure does. Nothing worse than a player with no imagination. Well, maybe a DM with no imagination. Turning every battle into some kind of Matrix/Superman scenario gets pretty silly pretty quickly.

Imagine Lord of the Rings with everyone flying around all the time. Dumb.
 
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Then it must really suck to have someone who likes to play a certain flavor, or a specialist who is really a specialist, or a sorcerer, or a wilder, or.. the list just goes on and on ;)
 

Yup, sometimes it does. Especially when that certain flavour occurs with every character, over and over, ad nauseum.

But heh, that's just my 2 cents.
 
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Ogrork the Mighty said:
Yup, sometimes it does. Especially when that certain flavour occurs with every character, over and over, ad nauseum.

But heh, that's just my 2 cents.

I find myself agreeing

As for the initial question - what a GM should keep in mind with a (now) aerially mbile group is, that especially cover and delaying obstacles loose their potency against the PCs, the layout of dungeons and locations may now need to take aerial shot-cuts into account (or use some sort of countermeasure to foil these ) or the PCs will just simply fly up to the highest tower outside the haunted castle instead of fighting their way up through the castle (as the plot supposes ). Several trap and mechanisms will have only limited capability against fliyers, too (Trapdoors ? Pits ? Things triggered by tripwires ?). Many standard beasts and less intelligent opposition will become far less of a nuisance, too, but at least to some degree this is to be expected due to superior tactics.

As for other disadvantages - flying, besides exposing PCs from their fellows protection, also highlights them for spotting purposes by the enemy (much easier to spot the fellow 20' of the ground then his partner(s) skulking below in the undergrowth ), makes them vulnerable to new dangers and you might even introduce hazards ground-hugging folks would never encounter such as say, swarms of aerial predators.... or mere wind... 20 mph winds ( Beaufort 6, strong wind, not even anything like a storm or worse ) will take a severe toll on characters with an airspeed of 60' (6mph) or 90' (9mph traveling speed ) simply through compensating for the drift... Fog, mist or even a strong glare over water may cause navigational difficulty/disorientation for a flier at some altitude or break his LoS for casting purposes. Flying about (over forestsm mountainsides or badlands style borken terrain ) at night can be especially daunting, when your average forward speed is greater than the range of you (dark)vision's limit...(some refelx saves or tumbling checks for hazardous terrain may be due ). And when relying on dark or low-light vision, you may want to stick very close to the ground for navigational purposes on cloudy, moonless or ocluded nights.

BTW, if targeting spells from high altitude (we had a mage with a fireball-fixation doing it from 800' up in a camapign ) "bombing" straight down, mostly out of range for any humanoid portable missile weapon, lets see some nice spotting checks for picking and properly identifying targets before placing their spells or missiles... "Friendly Fire" dangers adds some necessary drawbacks to high-altitude firepower.
 
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uzagi_akimbo said:
BTW, if targeting spells from high altitude (we had a mage with a fireball-fixation doing it from 800' up in a camapign ) "bombing" straight down, mostly out of range for any humanoid portable missile weapon, lets see some nice spotting checks for picking and properly identifying targets before placing their spells or missiles... "Friendly Fire" dangers adds some necessary drawbacks to high-altitude firepower.

:) i like this one
 

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