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General Tabletop Discussion
*Dungeons & Dragons
Flight ability: Does this make the Aarakocra overpowered?
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<blockquote data-quote="Rhenny" data-source="post: 6615954" data-attributes="member: 18333"><p>Like I posted on WotC boards, 50' of unlimited flight is game changing, not overpowered. </p><p></p><p>I'm DMing a campaign with 1 Aarokocra PC, and the first session was great. The Aarokocra pc was able to fly over a forest area, find a fleeing goblin and then drop down in a clearing in front of it before it ran into a cave to get help. That gave the Aarokocra PC a feeling of accomplishment, and it helped the party. Well done. Then, after the Aarokocra flew back to the party, the party followed his directions to get to the cave. They all went into the cave and encountered the rest of a bandit gang (4 more goblins, a goblin boss and 2 half-orcs). The others in the group had darkvision so nobody used light or a torch. Inside the cave, the Aarokocra PC fumbled around trying to sneak attack with disadvantage because he couldn't see well in the dim light. In that session, we saw how one advantage was counterbalanced by a disadvantage. </p><p></p><p>Nobody in the party (including the Aarakocra player, the other players and me, the DM) feels that the Aarakocra is overpowered or that he steals any of the spotlight.</p><p></p><p>85%-90% of the adventure they will run has the pcs investigating leads in town and inside buildings, infiltrating different structures and dungeon delving to eradicate elemental cult fanatics (Princes of the Apocalypse). That means that the Aarakocra's flight will only really be helpful about 10% or 15% of the time. Not a big deal.</p><p></p><p>Most of the arguments against Aarakocra flight have to do with the fact that unlimited flight should not be something that low-mid level pcs have. This is an ideological argument, not a power argument. The DM can always make adventures challenging even with Aarakocra in the mix. Some obstacles may not be a challenge for the birdman, but other obstacles will be challenging. It is all about variety. Aarakocra still go unconscious and die just as easy as other PCs. They actually can die easier when they are slept or knocked unconscious in mid-air. They can be surprised, hit with missile fire and spells, foes can ready actions to wait for an Aarakocra to get near. One danger is an Aarakocra sniper or spell sniper, but that may just be an abuse of the feat, not an abuse of the race. So far, definitely not an issue in our games.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6615954, member: 18333"] Like I posted on WotC boards, 50' of unlimited flight is game changing, not overpowered. I'm DMing a campaign with 1 Aarokocra PC, and the first session was great. The Aarokocra pc was able to fly over a forest area, find a fleeing goblin and then drop down in a clearing in front of it before it ran into a cave to get help. That gave the Aarokocra PC a feeling of accomplishment, and it helped the party. Well done. Then, after the Aarokocra flew back to the party, the party followed his directions to get to the cave. They all went into the cave and encountered the rest of a bandit gang (4 more goblins, a goblin boss and 2 half-orcs). The others in the group had darkvision so nobody used light or a torch. Inside the cave, the Aarokocra PC fumbled around trying to sneak attack with disadvantage because he couldn't see well in the dim light. In that session, we saw how one advantage was counterbalanced by a disadvantage. Nobody in the party (including the Aarakocra player, the other players and me, the DM) feels that the Aarakocra is overpowered or that he steals any of the spotlight. 85%-90% of the adventure they will run has the pcs investigating leads in town and inside buildings, infiltrating different structures and dungeon delving to eradicate elemental cult fanatics (Princes of the Apocalypse). That means that the Aarakocra's flight will only really be helpful about 10% or 15% of the time. Not a big deal. Most of the arguments against Aarakocra flight have to do with the fact that unlimited flight should not be something that low-mid level pcs have. This is an ideological argument, not a power argument. The DM can always make adventures challenging even with Aarakocra in the mix. Some obstacles may not be a challenge for the birdman, but other obstacles will be challenging. It is all about variety. Aarakocra still go unconscious and die just as easy as other PCs. They actually can die easier when they are slept or knocked unconscious in mid-air. They can be surprised, hit with missile fire and spells, foes can ready actions to wait for an Aarakocra to get near. One danger is an Aarakocra sniper or spell sniper, but that may just be an abuse of the feat, not an abuse of the race. So far, definitely not an issue in our games. [/QUOTE]
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Flight ability: Does this make the Aarakocra overpowered?
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