Philip
Explorer
Plan your encounters accordingly. A lot of monsters from the books have zero chance against a flying party. Without flying, good ranged attacks, good evasion abilities, or an enviroment that favors them especially, your monsters will not stand a chance.
Sometimes that is okay, but if it happens a lot, it gets boring. Fortunately, most players will get bored after they wipe the floor with yet another group of hapless ground-pounders and will limit their flying 'just for the fun of the fight'.
I find that if there is a huge difference in mobility between the PCs and the opponents, and their is no way to compensate, combat gets boring. Last session one of our opponents was a small CR 17 fighter-type dude in full plate armor. He no good ranged attacks, a 15 ft. move and the encounter took place in a huge chamber. We (a party of 15th lvls) hardly paid him any attention, while he was constantly attempting to engage. The flying, haste spells, monk movement was just too much for him. Too add insult to injury, the wizard hit him with an empowered ray of enfeeblement on a flyby, causing him to lose so much strength he had to drop his weapon and shield, and was practically pinned in one place. We even used him as cover against attacks from other opponents. Oh, I almost forgot, he was supposed to be the BBEG.
When I look at new monsters, I always look at their capabilities vs. flying opponents. If they have none, they usually shouldn't be much more than CR 14-15 or so. I really laughed at the Fiendwurm in the MM2, supposedly CR 28, but it cannot do much about flying opponents. A standard party of 16th lvl characters should be able to beat him every single time because of Flight.
At higher levels it gets easier and more seductive for the party to practice hit'n'run tactics (using flying, ranged attacks, teleportation etc.). If you want to make an opponent that cannot counter such measures directly more challenging, consider creating extra consequences. Maybe the opponent is holding others hostage, maybe their is a time limit, forcing the PCs too take more risks, etc. etc.
Sometimes that is okay, but if it happens a lot, it gets boring. Fortunately, most players will get bored after they wipe the floor with yet another group of hapless ground-pounders and will limit their flying 'just for the fun of the fight'.
I find that if there is a huge difference in mobility between the PCs and the opponents, and their is no way to compensate, combat gets boring. Last session one of our opponents was a small CR 17 fighter-type dude in full plate armor. He no good ranged attacks, a 15 ft. move and the encounter took place in a huge chamber. We (a party of 15th lvls) hardly paid him any attention, while he was constantly attempting to engage. The flying, haste spells, monk movement was just too much for him. Too add insult to injury, the wizard hit him with an empowered ray of enfeeblement on a flyby, causing him to lose so much strength he had to drop his weapon and shield, and was practically pinned in one place. We even used him as cover against attacks from other opponents. Oh, I almost forgot, he was supposed to be the BBEG.
When I look at new monsters, I always look at their capabilities vs. flying opponents. If they have none, they usually shouldn't be much more than CR 14-15 or so. I really laughed at the Fiendwurm in the MM2, supposedly CR 28, but it cannot do much about flying opponents. A standard party of 16th lvl characters should be able to beat him every single time because of Flight.
At higher levels it gets easier and more seductive for the party to practice hit'n'run tactics (using flying, ranged attacks, teleportation etc.). If you want to make an opponent that cannot counter such measures directly more challenging, consider creating extra consequences. Maybe the opponent is holding others hostage, maybe their is a time limit, forcing the PCs too take more risks, etc. etc.