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How did you handle the Aarakocra?
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<blockquote data-quote="Fralex" data-source="post: 6582383" data-attributes="member: 6785902"><p>I think it's that people are used to designing adventures on the assumption that the characters will all be grounded, so a flying PC is seen as so unexpected that it's just kinda assumed it will ruin SOMETHING they've planned. Plus, we're humans, so to us being able to fly has always been viewed as a very special thing. It's a symbol of ultimate freedom to fight the law of gravity. But when you really think about it, a single flying PC doesn't really change very much.</p><p></p><p>First off, PCs gain access to the <em>fly</em> spell at just 5th level. Heck, my transmuter wizard got access to flight as early as 3rd level with the help of a <em>reduce</em> spell and a flying familiar. Is it really worth it to ban an entire race just to keep players from flying for the first two levels of their adventure? Sooner or later, you're gonna have to take flight into account for your adventure design. Sometimes we slip up, underestimate our players. In 4e I made a pit-filled dungeon puzzle that didn't take into account the fact that eladrin can teleport once every 5 minutes. I was upset, but hey, it's just a puzzle. They solved it in their own way. The dungeon had plenty of other challenges the eladrin couldn't bypass, and I made sure future obstacles took their racial ability into account.</p><p></p><p>With that in mind, let's see what sorts of things flying players can do that they couldn't otherwise:</p><ul> <li data-xf-list-type="ul">Scouting: They could fly ahead and alert their party to future danger. Sort of like a wizard's familiar can do, only they leave the party behind, put themselves at risk if spotted, and can fly further ahead than 100 feet. So, give one party member a chance to shine, with a few risks? That just sounds fun!</li> <li data-xf-list-type="ul">Pit-based obstacles: Let's be honest, adventurers can usually figure out ways over pits. If not flight, it'll be rope, or the <em>jump</em> spell, or a makeshift bridge. If it's a pit trap, and the aarakocra flies over it while the guy following behind falls into it, that's just funny. I don't care. If it's a giant cliff, there's usually nothing of interest on the other side anyway. It's just the end of the map. And they'd be leaving the rest of the party behind if they wanted to go explore it.</li> <li data-xf-list-type="ul">Movement speed: 50 feet per round IS impressive, but no more impressive than having lightning breath or a free cantrip. Besides, their walking speed is a bit slow. Let them be cool if they can get in the air! And yeah, chases will be easier for them. Good for them! Maybe their friends will get caught and the aarakocra has to go on a solo mission to rescue them? That could be fun!</li> <li data-xf-list-type="ul">Tactical advantages: Flying PCs can just fly way high up and be unreachable by melee attacks. Sort of like the wizard who hangs in the back slinging spells, only in the wizard's case their fellow party members will help protect them from ranged attacks. Again, these are ways the birb guy will feel cool and empowered, but I still don't see how they'd get out of control. Some monsters fly, too, after all.</li> </ul><p>So what I'm seeing here is <em>not</em> that a flying PC would be overpowered. The only thing that concerns me even a little is that maybe the other players will feel overshadowed, but as the rest of you have already pointed out, they can't fly anywhere. Other PCs should get their moments. That's something a DM should try to enable (subtly) anyway.</p></blockquote><p></p>
[QUOTE="Fralex, post: 6582383, member: 6785902"] I think it's that people are used to designing adventures on the assumption that the characters will all be grounded, so a flying PC is seen as so unexpected that it's just kinda assumed it will ruin SOMETHING they've planned. Plus, we're humans, so to us being able to fly has always been viewed as a very special thing. It's a symbol of ultimate freedom to fight the law of gravity. But when you really think about it, a single flying PC doesn't really change very much. First off, PCs gain access to the [I]fly[/I] spell at just 5th level. Heck, my transmuter wizard got access to flight as early as 3rd level with the help of a [I]reduce[/I] spell and a flying familiar. Is it really worth it to ban an entire race just to keep players from flying for the first two levels of their adventure? Sooner or later, you're gonna have to take flight into account for your adventure design. Sometimes we slip up, underestimate our players. In 4e I made a pit-filled dungeon puzzle that didn't take into account the fact that eladrin can teleport once every 5 minutes. I was upset, but hey, it's just a puzzle. They solved it in their own way. The dungeon had plenty of other challenges the eladrin couldn't bypass, and I made sure future obstacles took their racial ability into account. With that in mind, let's see what sorts of things flying players can do that they couldn't otherwise: [LIST] [*]Scouting: They could fly ahead and alert their party to future danger. Sort of like a wizard's familiar can do, only they leave the party behind, put themselves at risk if spotted, and can fly further ahead than 100 feet. So, give one party member a chance to shine, with a few risks? That just sounds fun! [*]Pit-based obstacles: Let's be honest, adventurers can usually figure out ways over pits. If not flight, it'll be rope, or the [I]jump[/I] spell, or a makeshift bridge. If it's a pit trap, and the aarakocra flies over it while the guy following behind falls into it, that's just funny. I don't care. If it's a giant cliff, there's usually nothing of interest on the other side anyway. It's just the end of the map. And they'd be leaving the rest of the party behind if they wanted to go explore it. [*]Movement speed: 50 feet per round IS impressive, but no more impressive than having lightning breath or a free cantrip. Besides, their walking speed is a bit slow. Let them be cool if they can get in the air! And yeah, chases will be easier for them. Good for them! Maybe their friends will get caught and the aarakocra has to go on a solo mission to rescue them? That could be fun! [*]Tactical advantages: Flying PCs can just fly way high up and be unreachable by melee attacks. Sort of like the wizard who hangs in the back slinging spells, only in the wizard's case their fellow party members will help protect them from ranged attacks. Again, these are ways the birb guy will feel cool and empowered, but I still don't see how they'd get out of control. Some monsters fly, too, after all. [/LIST] So what I'm seeing here is [I]not[/I] that a flying PC would be overpowered. The only thing that concerns me even a little is that maybe the other players will feel overshadowed, but as the rest of you have already pointed out, they can't fly anywhere. Other PCs should get their moments. That's something a DM should try to enable (subtly) anyway. [/QUOTE]
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