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General Tabletop Discussion
*Dungeons & Dragons
Flight ability: Does this make the Aarakocra overpowered?
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<blockquote data-quote="GreenTengu" data-source="post: 7173428" data-attributes="member: 6777454"><p>To give a nuisanced opinion on this...</p><p></p><p>IF the DM is making all adventures from scratch or doesn't mind improvising on the fly, then you can effectively nullify the effect of the flight ability. You can avoid outdoor encounters and make sure combat tends to take place in places with 10' high ceilings, you can add ranged weapons to opponents who lack them, you can add an extra flying creature to each encounter and most certainly you will need to make sure that none of your plots can be resolved simply by taking to the air to retrieve an item. Forget any adventure that involves entering and traversing a tower to rescue someone on the top floor as you now have someone who can just fly to the top without entering, grab the target and transport them safely to the ground.</p><p></p><p>Half the issue here is that the new version of the Aarakocra have 6 limbs-- 2 arms in addition to the 2 wings which means that they are effectively permanently out of melee combat if they wish to be and can rain down arrows and spells from the sky with no fear of the enemy catching up to them unless the enemy itself has wings. That is a far bigger boon than anything that any other race offers, certainly as a permanent, ongoing benefit. It would require a mid-level character in order to replicate this effect and even then they would be very limited on the number of turns for which they could do it-- clearly demonstrating that the designers themselves thought that free flight was far too much of a boon to simply hand-out without drawback. The fact that you have a PC who is going to be permanently "out of range" of a melee-centric opponent no matter how fast that opponent is can be a major issue. Ogres, Trolls, Giants... so long as the battle is outdoors and the Aarakocra has a bow or a cantrip, they are guaranteed victory without question or effort, there is simply no way they can be touched or harmed.</p><p></p><p>And while you can render it fairly useless if you know for an absolute fact that you are going to be dealing with someone flying in your adventure, I can't think of any other ability attached to a race that may require the DM to consistently have to alter locations and encounters in order to adjust for the PCs having that ability. We can see on these threads people trying to desperately come up with work arounds, but it still stands that this is fundamentally is a PC ability that REQUIRES the DM to create work-arounds. Short of a survival campaign where thirst, hunger and heat exhaustion are meant to be the primary obstacles and the players choosing to play Warforged, I can't think of any other PC abilities that can just totally undermine a campaign the way flight does.</p><p></p><p>But none of that would have been an issue had it not been for the fundamental change to the race that gave them 6 limbs instead of only 4. If flying still meant your hands/arms were occupied and you couldn't functionally hold onto anything while flying, it would resolve the most serious issues this problem presents. Unfortunately, we kind of have incompetent munchkin players designing the game and, as a result, they decided to make the race intentionally broken to allow themselves to abuse it.</p></blockquote><p></p>
[QUOTE="GreenTengu, post: 7173428, member: 6777454"] To give a nuisanced opinion on this... IF the DM is making all adventures from scratch or doesn't mind improvising on the fly, then you can effectively nullify the effect of the flight ability. You can avoid outdoor encounters and make sure combat tends to take place in places with 10' high ceilings, you can add ranged weapons to opponents who lack them, you can add an extra flying creature to each encounter and most certainly you will need to make sure that none of your plots can be resolved simply by taking to the air to retrieve an item. Forget any adventure that involves entering and traversing a tower to rescue someone on the top floor as you now have someone who can just fly to the top without entering, grab the target and transport them safely to the ground. Half the issue here is that the new version of the Aarakocra have 6 limbs-- 2 arms in addition to the 2 wings which means that they are effectively permanently out of melee combat if they wish to be and can rain down arrows and spells from the sky with no fear of the enemy catching up to them unless the enemy itself has wings. That is a far bigger boon than anything that any other race offers, certainly as a permanent, ongoing benefit. It would require a mid-level character in order to replicate this effect and even then they would be very limited on the number of turns for which they could do it-- clearly demonstrating that the designers themselves thought that free flight was far too much of a boon to simply hand-out without drawback. The fact that you have a PC who is going to be permanently "out of range" of a melee-centric opponent no matter how fast that opponent is can be a major issue. Ogres, Trolls, Giants... so long as the battle is outdoors and the Aarakocra has a bow or a cantrip, they are guaranteed victory without question or effort, there is simply no way they can be touched or harmed. And while you can render it fairly useless if you know for an absolute fact that you are going to be dealing with someone flying in your adventure, I can't think of any other ability attached to a race that may require the DM to consistently have to alter locations and encounters in order to adjust for the PCs having that ability. We can see on these threads people trying to desperately come up with work arounds, but it still stands that this is fundamentally is a PC ability that REQUIRES the DM to create work-arounds. Short of a survival campaign where thirst, hunger and heat exhaustion are meant to be the primary obstacles and the players choosing to play Warforged, I can't think of any other PC abilities that can just totally undermine a campaign the way flight does. But none of that would have been an issue had it not been for the fundamental change to the race that gave them 6 limbs instead of only 4. If flying still meant your hands/arms were occupied and you couldn't functionally hold onto anything while flying, it would resolve the most serious issues this problem presents. Unfortunately, we kind of have incompetent munchkin players designing the game and, as a result, they decided to make the race intentionally broken to allow themselves to abuse it. [/QUOTE]
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Flight ability: Does this make the Aarakocra overpowered?
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