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Eldritch spear + spellsniper + distant spell
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<blockquote data-quote="ClaytonCross" data-source="post: 8103993" data-attributes="member: 6880599"><p>Yes. That is the nature of a conversation. There is no need for me to agree or disagree 100%. </p><p></p><p></p><p>I don't think something is broken if by its not broken by default. If there is a way to abuse something, the abuse is the problem. I know about the permanent options you listed, I actually think permanent flight is the problem here not spell targeting distance. It causes a number of problems and is easily abused. The at level 14 options are better because many characters don't make it that high anyway. However, I find Aarakocra ban at almost every game I have played unless it was a high level one shot for this reason. The flight spell is <strong>concentration</strong>. Because of this it has a draw back and it prevent the use of other abilities which makes it unreliable and restrictive in combat. I don't consider it broken because of these additional impacts.</p><p></p><p>I do agree with you here. Since I don't consider it broken, it just means I through a bone to that player for investment one in a while or it happens naturally on that rare occasion and its fine because they gave up so much for it and its going to be rare.</p><p></p><p>Which makes for a cool, "one time I" character moment but it was not your whole campaign. I think it is nice to have these and an easy encounter once in a while is not game breaking but it is a memorable highlight. I might go so far to say that if you don't have some of these moments in your games its problematic because this is what player hang on to when they think back on D&D. The last thing you want as a player or GM to run entire campaigns that people forget about because nothing memorable stayed with them.</p><p></p><p>The party/NPCs can indefinitely ready action for "when the flying target lands or comes view", If both the Flyer and the party/NPCs plan on doing this the GM fast forwards until the fly spell times out, then it triggers party attacks and the enemy attack in response. The Flyer in now in range so the extra range doesn't matter. Since this is infinitely repeatable for the party/NPCs but limited by spell slots for the Flyer it voids the benefit. However, infinite flight result in a stale mate where one side has to abandon the fight some how. The flyer can just fly way so the party/NPCs are generally forces to have a solution or the Flyer has an "I win button". I saw this with a warlock that has aspect of the moon so they didn't have to sleep either. While gm could rule they still gain fatigue from flying non-stop they can still do it for 6 days then fly way... so very easily still broken. More so when if the win condition for the Flyer is "stale them for X amount of time".</p><p></p><p>I don't think it is an exploit since its working as intended. I agree one of the upgrade is worth it since the closer they are the more likely you are to pull it off but at the same time the less benefit you get from it. I think the diminishing returns for the amount of resources vs the number of opportunities your likely to have to use it makes it questionable. HOWEVER, I under stand single extremes for the sole aspect of the one epic campaign moment when you pull off 20 rounds of fire on group of enemies. I think most GMs are going to give that opportunity at least once. The other side to that is your next campaign your not likely to do that build again because it becomes less interesting each time you do it. I would not expect all my players to follow that up every game after it happens because of that so its not perpetual problem like power gaming damage chasers who fight for most damage every campaign.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 8103993, member: 6880599"] Yes. That is the nature of a conversation. There is no need for me to agree or disagree 100%. I don't think something is broken if by its not broken by default. If there is a way to abuse something, the abuse is the problem. I know about the permanent options you listed, I actually think permanent flight is the problem here not spell targeting distance. It causes a number of problems and is easily abused. The at level 14 options are better because many characters don't make it that high anyway. However, I find Aarakocra ban at almost every game I have played unless it was a high level one shot for this reason. The flight spell is [B]concentration[/B]. Because of this it has a draw back and it prevent the use of other abilities which makes it unreliable and restrictive in combat. I don't consider it broken because of these additional impacts. I do agree with you here. Since I don't consider it broken, it just means I through a bone to that player for investment one in a while or it happens naturally on that rare occasion and its fine because they gave up so much for it and its going to be rare. Which makes for a cool, "one time I" character moment but it was not your whole campaign. I think it is nice to have these and an easy encounter once in a while is not game breaking but it is a memorable highlight. I might go so far to say that if you don't have some of these moments in your games its problematic because this is what player hang on to when they think back on D&D. The last thing you want as a player or GM to run entire campaigns that people forget about because nothing memorable stayed with them. The party/NPCs can indefinitely ready action for "when the flying target lands or comes view", If both the Flyer and the party/NPCs plan on doing this the GM fast forwards until the fly spell times out, then it triggers party attacks and the enemy attack in response. The Flyer in now in range so the extra range doesn't matter. Since this is infinitely repeatable for the party/NPCs but limited by spell slots for the Flyer it voids the benefit. However, infinite flight result in a stale mate where one side has to abandon the fight some how. The flyer can just fly way so the party/NPCs are generally forces to have a solution or the Flyer has an "I win button". I saw this with a warlock that has aspect of the moon so they didn't have to sleep either. While gm could rule they still gain fatigue from flying non-stop they can still do it for 6 days then fly way... so very easily still broken. More so when if the win condition for the Flyer is "stale them for X amount of time". I don't think it is an exploit since its working as intended. I agree one of the upgrade is worth it since the closer they are the more likely you are to pull it off but at the same time the less benefit you get from it. I think the diminishing returns for the amount of resources vs the number of opportunities your likely to have to use it makes it questionable. HOWEVER, I under stand single extremes for the sole aspect of the one epic campaign moment when you pull off 20 rounds of fire on group of enemies. I think most GMs are going to give that opportunity at least once. The other side to that is your next campaign your not likely to do that build again because it becomes less interesting each time you do it. I would not expect all my players to follow that up every game after it happens because of that so its not perpetual problem like power gaming damage chasers who fight for most damage every campaign. [/QUOTE]
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