Paul Farquhar
Legend
Being the only flying character in a group is extremely deadly. It's easy to get separated and run into a group encounter solo.
In most of the games I run, I do not generally allow them.I've recently started a campaign with a new group, that's perhaps a bit more character optimisation focused than I'm used to, and with a DM that's a bit more lassiez-faire. Two of the five PCs have turned out to be of races with a natural fly speed.
I'm playing a human artificer, focused on support etc, and honestly, it's not feeling like a level playing field. Flight is such an enormously powerful ability, it makes many encounters non-threatening (so long as you have a ranged attack), and trivialises many exploration challenges. And most races who have it, also have other abilities as well. WotC don't seem to weight it heavily, on the balance scale. Owlin for instance - flight AND free Stealth proficiency AND good darkvision? Honestly, if I were running a game these days I'd be very tempted to put a blackban on it, with a possible exception for things like the protector artificer or hadozee for who it is limited.
What experiences have other player/GMs had with flying PCs. Do you allow them in your games? Do they throw out the balance? Is your PC party full of fairies, aarakocra, owlin, and winged tieflings?
In most of the games I run, I do not generally allow them.
I would generally regard continuous flight as roughly of the same power level as resistance to damage.
Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly spell.
A monster that has a flying speed can use all or part of its movement to fly. Some monsters have the ability to hover, which makes them hard to knock out of the air. Such a monster stops hovering when it dies.