Mustrum_Ridcully
Legend
No, probably not. He got items that were very powerful, enabling him to do things he never had a chance of doing before.Scarbonac said:So Aladdin was 18th level?
No, probably not. He got items that were very powerful, enabling him to do things he never had a chance of doing before.Scarbonac said:So Aladdin was 18th level?
As we fly for the hollidays, I think this is important for all of us, even if we are not Arthur Dent.Mustrum_Ridcully said:The real trick to flying is missing the ground as you fall.![]()
Wolfwood2 said:A problem so common I can't believe they won't address it.
HP Dreadnought said:Flight on mounts, carpets, etc. I'm ok with. But I'd really like to see them restrict or eliminate flying-type spells.
Of course, Mounted Combat and the Ride skill temselves are as big of a problem as the flight rules and grappling rules, and seriously need revision for 4E. Riding a horse is far more trouble than it is worth in 3E D&D, and this becomes far more problematic with an exotic mount. But, this problem deserves its own thread.Pbartender said:It's only a problem when flying an inanimate object... When riding a flying mount, that's what Mounted Combat and ranks in Ride are good for.
Thundershield said:I can't say I'm a bit fan of flight in D&D either. Of course it belongs in the game somehow, seeing how it's a staple of the fantasy genre as much as the superhero genre.
However, the big problem with flight is that it's effectively a form of immunity. As soon as you're able to fly constantly, you've made yourself immune to melee attacks from earthbound foes
Thundershield said:and to the disadvantages and hazards of difficult terrain, both relatively common elements in a D&D game. The DM, knowing the players are effectively immune to such things, will have to rule anything that relies on that, from countless foes to interesting tactical encounters out simply because the players would reduce any kind of challenge in such a fight to nothing with the power of flight.
Thundershield said:The same goes for Freedom of Movement and possibly Death Ward. Those things've been the death of grappling and anything negative energy-based since the dawn of D&Dkind..
Basically, anything that makes the characters immune (directly or by consequence) to relatively broad groups of challenges should be rather pricey... If for nothing else, then to make sure a characters doesn't end up immune to anything but divine retribution... That is, until they make a magic item that gives you immunity to that as well.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.