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Flight ability: Does this make the Aarakocra overpowered?
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<blockquote data-quote="FormerlyHemlock" data-source="post: 7173508" data-attributes="member: 6787650"><p>(1) If you're outdoors with plenty of sky for the Aarakocra, it's probably also good terrain for the Mobile human too.</p><p></p><p>(2) You can attack the Iron Golem <em>before</em> you move (e.g. with Booming Blade), so you're not constrained to only locations where you "have a clear shot" after moving. (And besides, so what if you don't get a shot off every single round?)</p><p></p><p>(3) Nitpick: if you move only 40', you are dead. You need to move 45' to wind up 50' or further away from the Iron Golem, or it can kill you.</p><p></p><p>(4) If you really want to kite, you can always combine Longstrider + Expeditious Retreat, for 100' of movement after a Booming Blade. That lets the first-level Mobile wizard kite even the fast creatures like griffons--something which a typical Aarakocra cannot do. As I said, better in some ways, worse in others.</p><p></p><p></p><p></p><p>Iron Golems aren't the slowest creature in the MM. (That might be the Gibbering Mouther.) They have a fairly typical speed. Most of the really fast things have a flying speed as fast or faster than an Aarakocra anyway, so the overall effect is similar: if the DM builds a standard adventure expecting a melee-centric party, it will fail in approximately the same way for Mobile humans and Aarakocras. And most of the DM-side countermeasures against one work against the other: cage matches, locked doors, ranged weaponry on opponents (goblins, gnolls, hobgoblins). If you've built your adventure to be secure against Mobile humans and Mounted Combatant humans, it's probably going to work fine for Aarakocras too.</p><p></p><p></p><p></p><p>How's that? The Ice Devil can just form a dome over itself, or a wall for cover.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 7173508, member: 6787650"] (1) If you're outdoors with plenty of sky for the Aarakocra, it's probably also good terrain for the Mobile human too. (2) You can attack the Iron Golem [I]before[/I] you move (e.g. with Booming Blade), so you're not constrained to only locations where you "have a clear shot" after moving. (And besides, so what if you don't get a shot off every single round?) (3) Nitpick: if you move only 40', you are dead. You need to move 45' to wind up 50' or further away from the Iron Golem, or it can kill you. (4) If you really want to kite, you can always combine Longstrider + Expeditious Retreat, for 100' of movement after a Booming Blade. That lets the first-level Mobile wizard kite even the fast creatures like griffons--something which a typical Aarakocra cannot do. As I said, better in some ways, worse in others. Iron Golems aren't the slowest creature in the MM. (That might be the Gibbering Mouther.) They have a fairly typical speed. Most of the really fast things have a flying speed as fast or faster than an Aarakocra anyway, so the overall effect is similar: if the DM builds a standard adventure expecting a melee-centric party, it will fail in approximately the same way for Mobile humans and Aarakocras. And most of the DM-side countermeasures against one work against the other: cage matches, locked doors, ranged weaponry on opponents (goblins, gnolls, hobgoblins). If you've built your adventure to be secure against Mobile humans and Mounted Combatant humans, it's probably going to work fine for Aarakocras too. How's that? The Ice Devil can just form a dome over itself, or a wall for cover. [/QUOTE]
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Flight ability: Does this make the Aarakocra overpowered?
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