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Fly Houseruling
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<blockquote data-quote="WhatGravitas" data-source="post: 3539347" data-attributes="member: 33132"><p>So, I like the <em>Fly</em> spell - in fact I love it... but as a DM, it's a royal PitA - because half of the monsters are unable to do anything sensible against it. in fact, you can fly at an altitude of about 150 ft. with your group, then pepper it with <em>fireballs</em> and arrows. And you monsters look sad. If they can do ranged, you'll just fly a bit higher, because the long-range spells have an enormous range (400+ ft.).</p><p></p><p>And this from level 5 on. I have no problem with a group on 10+ level doing this. <em>Overland Flight</em> is also fantastic and I've got no problems with it, but groups completely starting to fly, starting on 5th or 6th? Makes some encounters... boring.</p><p></p><p>I know that this problem stems from the versatility of <em>fly</em> in open terrain, compared to the classical dungeon, where this problem is not a problem at all. But only doing indoor encounters is... boring as well.</p><p></p><p>So, after reading the Bo9S, I've found <em>Rising Phoenix</em> as stance, and I'll probably adopt its solution:</p><p></p><p>The maximum altitude of the <em>Fly</em> spell is dependant on level:</p><p>5th level: 10 ft.</p><p>6th-10th level: 20 ft.</p><p>11th-15th level: 30 ft.</p><p>16th-20th level: 40 ft.</p><p>21th+ level: 50 ft.</p><p></p><p>If you have a higher distance from the ground/liquid surface, the spell immediately ends, protecting you until the end of turn with a <em>Feather Fall</em>.</p><p></p><p>This would be accompanied by a <em>Fly, Greater</em>-spell on 6th, that gives the full functionality of <em>Fly</em>, including higher duration... and <em>Levitate</em> would be useful for crossing pits again, instead of being completely obsoleted by <em>Fly</em>.</p><p></p><p>What do you think? Should I leave <em>Fly</em> untouched? Give it a duration of 10 min./level (3.0-style) to offset the loss of use? Up the max. Altitudes?</p></blockquote><p></p>
[QUOTE="WhatGravitas, post: 3539347, member: 33132"] So, I like the [i]Fly[/i] spell - in fact I love it... but as a DM, it's a royal PitA - because half of the monsters are unable to do anything sensible against it. in fact, you can fly at an altitude of about 150 ft. with your group, then pepper it with [i]fireballs[/i] and arrows. And you monsters look sad. If they can do ranged, you'll just fly a bit higher, because the long-range spells have an enormous range (400+ ft.). And this from level 5 on. I have no problem with a group on 10+ level doing this. [i]Overland Flight[/i] is also fantastic and I've got no problems with it, but groups completely starting to fly, starting on 5th or 6th? Makes some encounters... boring. I know that this problem stems from the versatility of [i]fly[/i] in open terrain, compared to the classical dungeon, where this problem is not a problem at all. But only doing indoor encounters is... boring as well. So, after reading the Bo9S, I've found [i]Rising Phoenix[/i] as stance, and I'll probably adopt its solution: The maximum altitude of the [i]Fly[/i] spell is dependant on level: 5th level: 10 ft. 6th-10th level: 20 ft. 11th-15th level: 30 ft. 16th-20th level: 40 ft. 21th+ level: 50 ft. If you have a higher distance from the ground/liquid surface, the spell immediately ends, protecting you until the end of turn with a [i]Feather Fall[/i]. This would be accompanied by a [i]Fly, Greater[/i]-spell on 6th, that gives the full functionality of [i]Fly[/i], including higher duration... and [i]Levitate[/i] would be useful for crossing pits again, instead of being completely obsoleted by [i]Fly[/i]. What do you think? Should I leave [i]Fly[/i] untouched? Give it a duration of 10 min./level (3.0-style) to offset the loss of use? Up the max. Altitudes? [/QUOTE]
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