My DM came up with a simple solution to make this race fun, afd flavour to a campaign and add fairness, while forcing the player to be inginuitive. The race is similar to the original Aarkrocra in the first or second edition of ttheb monster manual. And these rules apply
-nothing in hands while flying (obviously you can try but the dm then requires a flying check to be made based on str)
-wings include hands at the end. This increaes the PC's reach to 10ft but means the hands sre tied up and cannot be used during flight. If the player wants to fly 100 ft away and kite an enemy from a tree they can, but they will be at disadvantage because you cant dodge well while perched on a tree
-factor in wind speed when considering a flying check
-your going tonbe playing a bird. Not knowing how to roleplay this character and just wanting a powerful combat PC is great. And great xp penalties will follow.
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Did i leave anything out?
While I do favor the older design, specially the drawings from the second Dark Sun box, with only four limbs instead of six, I should point out that, originally, the Aarakocra could use their feet as hands while flying, at least as far as I can remember.