The Little Raven
First Post
I'm sorry, but it still blows my mind that people are defending the 3e fly.

Do... do we actually agree on something?
...amazing.
I'm sorry, but it still blows my mind that people are defending the 3e fly.
Not really. I agree with him too. I like a lot of 4E from crunch and metagame perspectives, and agree that this is another thing they got right.Do... do we actually agree on something?
...amazing.
I always found sorcerers with fly to be more of a 'problem' in terms of the flying party issue.
Without opening my copy of the PHB, I can bring to my mind a ghost sound at will, which I think is better than AG was in 1st ed AD&D, 2 or 3 illusion rituals (item, creature, wall I think), a summoning ritual in which the caster has to bargain for information from an other-worldly being, a number of summoning/conjuring cleric powers, and a confusion spell for wizards. It's hardly as if there's no summoning, illusion or enchantment.arguably, D&D 4e hits a problem, because while D&D has only ever really emulated D&D, there are certain key things that make up D&D, some of which are missing in 4e - specifically enchantment, summoning and illusion magic. (While the naming of the schools was added later, many of the spells existed even as far back as OD&D - audible glamer, phantasmal forces, monster summoning 1 and suggestion are all present in my copy of OD&D (1978, 2nd edition, reprint).)
Agreed. I don't think it's really a huge problem, but it's big enough to worry about.I'm sorry, but it still blows my mind that people are defending the 3e fly.
I know. It's shocking.
Do... do we actually agree on something?
...amazing.
I still don't get why Fly was considered broken in a game that was going "back to the dungeon".
Did you mostly fight in big halls or out in the open, where you could fly up out of reach? And people out in the open never had any defense against flying foes?
Yes, and with the age-old, and very untruthful 'A Good DM can design games around it.'
Some things break the game, no matter how many backflips the players expect the DM to do.
I did express it as a hope, not a prediction. After I posted I read through Heathen more closely and I think it's not bad for a WoTC adventure. H1 I haven't seen but reviews suggest it is a dungeon crawl of the sort I don't really like. Sleeper I want to look at more closely but I'm sure you're right. H2 I don't know.Again, I don't know if I agree here. First you're making a judgment based on "the future of D&D 4e". Secondly even in the small amount of time it's been out, 4e has produced quite a few rail-roady dungeon crawls. The adventure in the DMG, H1:Keep on the Shadowfell, Rescue, Sleeper is a dungeon crawl with (I believe) one skill challenge, etc. (I haven't looked over Heathen or H2 so I won't comment on those). But I don't see WotC necessarily breaking the dungeon crawl trend anytime soon...It's just easier to write these types of adventures.
I'm not sure I share your notion of non-railroading. I'm not talking about sandbox play. I'm talking about an adventure when the players get to choose how they respond to the climax (eg get to decide who to oppose and who to support, and what thematic attitude to take towards the whole affair).Any time a published module has a set-piece encounter the module design either has to railroad the PCs into it, or trust the GM to get them there. It's a rare writer who extends the GM that trust, and the general tone of 4e gives me little hope that will change.