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*Dungeons & Dragons
Flying Races: Limiting Flight
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<blockquote data-quote="Erechel" data-source="post: 7309471" data-attributes="member: 6784868"><p>As I've said and you conveniently ignored, the gate is still a gate if only one player has a flying character. You talked about an entire party of flying characters, and I've responded accordingly: if you have such a party, you could still use gates. And wind. Why do you keep neglecting wind? It's such a convenient and easy thing to do.</p><p></p><p></p><p></p><p>As you said, you don't normally allow any flying creature without a massive nerf, so I don't see the relevance of your experience with flying characters. There are other, more easily broken features for first level characters, tested time and again. Flight of a single creature isn't one. And actual experience beats spherical cows in a vacuum.</p><p></p><p></p><p></p><p>I know what gating is, thank you. But I do also know that TTRPG isn't the same of videogames, and gating isn't all that effective <em>because</em> characters could get very creative, and don't see a "gate" and say "Oh, let's wait until level 5 to climb the Mountain of Doom!". They just find a way to do it. They experience progression by some tasks become easier than before, more than for being able to do things previously impossible. And, come on, chasms and cliffs aren't such a hard gate to bypass. And then, wind. Wind is simple enough if flying is such a big deal for you to have a "gate".</p><p></p><p>And even then, as I've said many times, it is still a gate if even one in the party choses to be a dwarf.</p><p></p><p></p><p></p><p>Thus, punishing characters that pick a flying creature, which mostly gets that and nothing else. Because when they gain the full ability it has become irrelevant. It is like playing a mountain dwarf fighter: the dwarven weapon training becomes irrelevant, overlapped by the class abilities. At least the dwarf gets +2 to two stats, poison resistance and dwarven tools.</p><p></p><p></p><p></p><p>RAW if you have to make a NPC of a given race, you apply the same racial features of the character, at least by the DMG, p. 248. A Mountain Dwarf commoner has access to medium armor and axe training, besides being stronger and tougher than a human peasant. I've even made the <a href="http://www.dmsguild.com/product/199091/A-Simple-Life-a-collection-of-commoner-NPCs" target="_blank">work for you</a>. </p><p></p><p></p><p></p><p>Thus, again, punishing the player that choses a flying creature by render his ability a mere ribbon. Also, as I've said many times, the gates remain a problem unless all the party choses to be a flying creature. Not if only one of them is. Also, wind solves the problem if it really bothers you, and it is a very simple description of the environment.</p><p></p><p></p><p></p><p>See above. This is a problem only if you made it. Fact is, you want it to be a problem, even if it is self contained, theoretical and solved by the game itself, that gives you the tools to solve it without you having to innovate (wind, again, which you conveniently ignore).</p><p></p><p>As I see this conversation, you choose to ignore both real tabletop experience and simple, RAW solutions to your theorical problems, and prefer complicated solutions such as "ribboning" their race abilities in case of those theoretical (as I've said, TT experience won't ever bring it up, at least in any meaningful way) problems arise, such as having an entire party of birdmen. I'm not the only one saying this, Shidaku also says something similar: he listed the amount of things he can do with a bird person. It isn't impressive at all.</p></blockquote><p></p>
[QUOTE="Erechel, post: 7309471, member: 6784868"] As I've said and you conveniently ignored, the gate is still a gate if only one player has a flying character. You talked about an entire party of flying characters, and I've responded accordingly: if you have such a party, you could still use gates. And wind. Why do you keep neglecting wind? It's such a convenient and easy thing to do. As you said, you don't normally allow any flying creature without a massive nerf, so I don't see the relevance of your experience with flying characters. There are other, more easily broken features for first level characters, tested time and again. Flight of a single creature isn't one. And actual experience beats spherical cows in a vacuum. I know what gating is, thank you. But I do also know that TTRPG isn't the same of videogames, and gating isn't all that effective [I]because[/I] characters could get very creative, and don't see a "gate" and say "Oh, let's wait until level 5 to climb the Mountain of Doom!". They just find a way to do it. They experience progression by some tasks become easier than before, more than for being able to do things previously impossible. And, come on, chasms and cliffs aren't such a hard gate to bypass. And then, wind. Wind is simple enough if flying is such a big deal for you to have a "gate". And even then, as I've said many times, it is still a gate if even one in the party choses to be a dwarf. Thus, punishing characters that pick a flying creature, which mostly gets that and nothing else. Because when they gain the full ability it has become irrelevant. It is like playing a mountain dwarf fighter: the dwarven weapon training becomes irrelevant, overlapped by the class abilities. At least the dwarf gets +2 to two stats, poison resistance and dwarven tools. RAW if you have to make a NPC of a given race, you apply the same racial features of the character, at least by the DMG, p. 248. A Mountain Dwarf commoner has access to medium armor and axe training, besides being stronger and tougher than a human peasant. I've even made the [URL="http://www.dmsguild.com/product/199091/A-Simple-Life-a-collection-of-commoner-NPCs"]work for you[/URL]. Thus, again, punishing the player that choses a flying creature by render his ability a mere ribbon. Also, as I've said many times, the gates remain a problem unless all the party choses to be a flying creature. Not if only one of them is. Also, wind solves the problem if it really bothers you, and it is a very simple description of the environment. See above. This is a problem only if you made it. Fact is, you want it to be a problem, even if it is self contained, theoretical and solved by the game itself, that gives you the tools to solve it without you having to innovate (wind, again, which you conveniently ignore). As I see this conversation, you choose to ignore both real tabletop experience and simple, RAW solutions to your theorical problems, and prefer complicated solutions such as "ribboning" their race abilities in case of those theoretical (as I've said, TT experience won't ever bring it up, at least in any meaningful way) problems arise, such as having an entire party of birdmen. I'm not the only one saying this, Shidaku also says something similar: he listed the amount of things he can do with a bird person. It isn't impressive at all. [/QUOTE]
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