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*Dungeons & Dragons
Flying Races: Limiting Flight
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<blockquote data-quote="Erechel" data-source="post: 7309400" data-attributes="member: 6784868"><p>If a character splits the party, you go with the usual result of horror movies. If an entire party choses flying characters, you have to think new ways to engage them besides chasms, such as "the magic sword is in the Peak of the Winds" or "there is a tower with sorcerors casting earthbind to any flying creature that pass by and master longbowmen". Suddenly, they can't go there flying unless they can somehow manipulate the winds or become invisible <em>en masse</em>.</p><p></p><p>Done and done. </p><p></p><p>Besides, if they only take the races because flying, they are going to be in a lot worse problems.</p><p></p><p></p><p>A I've said prior, I've DM'ed for two years parties with at least one stolasi (aaracockra reskin) per group, and has never being a problem. Rather, I've to struggle on how to make useful certain (useless) traits, such as Tinker, or entire skills such as Performance, or outright banning certain very common spells, such as Create & Destroy Water and Create Food and Water, that ruin entire adventures (like crossing scorching deserts without any meaningful impact on the game). Flying adds a new layer of possibilities, rather than shut down others. </p><p></p><p></p><p></p><p>If chasms and cliffs are your only concern, you can <em>still</em> make them count with strong winds or storms. Something that even has a lot of sense. Also in my experience, chasms and cliffs aren't gates at all: a creative player can bypass them with ease. Rope, stakes, and Athletics do the trick. My characters have made rope with jungle vines and tools. My players have constructed bridges with trees and ropes to cross chasms, or used Feather fall to reach the end and then scale it up with Mold Earth. At one point, a wizard used a cantrip to make an ice bridge over a river. They could get very creative. They don't see a gate as much as a challenge.</p><p></p><p></p><p></p><p>As I've said prior, it isn't unrestricted flying. There are many, <em>many</em> restrictions to fly baked in, and I gave you a few more (exhaustion, food, encumbrance) that don't get ridiculous (such as having a culture of flying creatures incapable to fly until they reach a certain level in a class... those poor aaracockra farmers and hunters are land-locked forever). And the ones that I've provided apply also past level 5. Also, there is a lot of <em>other</em> gates you can apply: underwater exploration is one of my favourites. But also, well, <em>actual gates</em>.</p></blockquote><p></p>
[QUOTE="Erechel, post: 7309400, member: 6784868"] If a character splits the party, you go with the usual result of horror movies. If an entire party choses flying characters, you have to think new ways to engage them besides chasms, such as "the magic sword is in the Peak of the Winds" or "there is a tower with sorcerors casting earthbind to any flying creature that pass by and master longbowmen". Suddenly, they can't go there flying unless they can somehow manipulate the winds or become invisible [i]en masse[/i]. Done and done. Besides, if they only take the races because flying, they are going to be in a lot worse problems. A I've said prior, I've DM'ed for two years parties with at least one stolasi (aaracockra reskin) per group, and has never being a problem. Rather, I've to struggle on how to make useful certain (useless) traits, such as Tinker, or entire skills such as Performance, or outright banning certain very common spells, such as Create & Destroy Water and Create Food and Water, that ruin entire adventures (like crossing scorching deserts without any meaningful impact on the game). Flying adds a new layer of possibilities, rather than shut down others. If chasms and cliffs are your only concern, you can [I]still[/I] make them count with strong winds or storms. Something that even has a lot of sense. Also in my experience, chasms and cliffs aren't gates at all: a creative player can bypass them with ease. Rope, stakes, and Athletics do the trick. My characters have made rope with jungle vines and tools. My players have constructed bridges with trees and ropes to cross chasms, or used Feather fall to reach the end and then scale it up with Mold Earth. At one point, a wizard used a cantrip to make an ice bridge over a river. They could get very creative. They don't see a gate as much as a challenge. As I've said prior, it isn't unrestricted flying. There are many, [I]many[/I] restrictions to fly baked in, and I gave you a few more (exhaustion, food, encumbrance) that don't get ridiculous (such as having a culture of flying creatures incapable to fly until they reach a certain level in a class... those poor aaracockra farmers and hunters are land-locked forever). And the ones that I've provided apply also past level 5. Also, there is a lot of [I]other[/I] gates you can apply: underwater exploration is one of my favourites. But also, well, [I]actual gates[/I]. [/QUOTE]
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