Hella_Tellah
Explorer
The rules for tactical aerial movement in 3.X are needlessly complex.
Mercy. Is there any earthly reason to have five different qualities of aerial movement with twelve dimensions of difference?
For 4th edition, I hope they trim it down to just two kinds of flight. Call them "Basic Flight" and "Perfect Flight." Basic Flight would require a minimum forward movement speed, one 90 degree turn per move action, and a maximum up angle of 45 degrees at half speed. Perfect Flight would be just as it is now, which is pretty intuitive: float around however you want within your movement speed. Keep the double downward speed, and everything else--maximum turn, "between down and up"--should be left on the cutting room floor.
The Fly spell could then grant the caster Basic Flight, while a higher-level spell could grant Perfect Flight. Further spell differentiation could come from duration, speed, etc.
What do you guys think? Should 4th edition retain the high degree of granularity in flight types? Are there other changes you would make? What house rules are you using for flight in your current game?
Code:
Perfect Good Average Poor Clumsy
Minimum forward speed None None Half Half Half
Hover Yes Yes No No No
Move backward Yes Yes No No No
Reverse Free –5 ft. No No No
Turn Any 90º/5 ft. 45º/5 ft. 45º/5 ft. 45º/10 ft.
Turn in place Any +90º/–5 ft. +45º/–5 ft. No No
Maximum turn Any Any 90º 45º 45º
Up angle Any Any 60º 45º 45º
Up speed Full Half Half Half Half
Down angle Any Any Any 45º 45º
Down speed Double Double Double Double Double
Between down and up 0 0 5 ft. 10 ft. 20 ft.
Mercy. Is there any earthly reason to have five different qualities of aerial movement with twelve dimensions of difference?
For 4th edition, I hope they trim it down to just two kinds of flight. Call them "Basic Flight" and "Perfect Flight." Basic Flight would require a minimum forward movement speed, one 90 degree turn per move action, and a maximum up angle of 45 degrees at half speed. Perfect Flight would be just as it is now, which is pretty intuitive: float around however you want within your movement speed. Keep the double downward speed, and everything else--maximum turn, "between down and up"--should be left on the cutting room floor.
The Fly spell could then grant the caster Basic Flight, while a higher-level spell could grant Perfect Flight. Further spell differentiation could come from duration, speed, etc.
What do you guys think? Should 4th edition retain the high degree of granularity in flight types? Are there other changes you would make? What house rules are you using for flight in your current game?