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<blockquote data-quote="Lanefan" data-source="post: 6024850" data-attributes="member: 29398"><p>Even indoors in a 10' high passage, flying can be very useful - shoot or throw missiles over the front line, come in from above to give your side an extra front-line combatant, fly right over the front line to get into the enemy back-liners (nothing says one always has to fly in a standing-upright position, so just fly with your back to the ceiling), and so forth. Why?</p><p></p><p>And given all the other times fly comes in handy - aerial recon., ferry service across a chasm, etc., I'd take Flying armour over +1 (or even +3) armour of the same type every single time.</p><p>Charm's tricky, in that the target gets a save. I'll still take Fly, thank you. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>Free Action is hugely important whenever the following otherwise-deadly conditions arise: you are targeted by Hold Person, Paralysis, any ghoul, or similar; you are Webbed; you are fighting underwater or in mud; someone is trying to grapple/bind/lasso you; you are in combat with a monster that kills by constriction, etc., etc. Not perhaps as always-useful as Fly but again I'd take Free Action armour over +1 of the same type if only because the time will arise - more than once, guaranteed - when it's flat-out gonna save my life. </p><p></p><p>[snipped extra-movement example, you're right in saying that one's not so useful]</p><p>This one's a bit more edition-dependent. In 1e (and 2e?), where a failed save vs. fireball or similar means all your items also have to save, fireproof is gold on the occasions where it comes up. In 3e and 4e, not as critical.</p><p></p><p>All that said, one of the more useful-to-the-wearer effects I've seen on armour is what I call "Fearless" - it gives immunity to Fear effects. Again, every now and then this is an outright life-saver.</p><p></p><p>Lan-"my usual approach to magic items: if it gets me in the air, I want it"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6024850, member: 29398"] Even indoors in a 10' high passage, flying can be very useful - shoot or throw missiles over the front line, come in from above to give your side an extra front-line combatant, fly right over the front line to get into the enemy back-liners (nothing says one always has to fly in a standing-upright position, so just fly with your back to the ceiling), and so forth. Why? And given all the other times fly comes in handy - aerial recon., ferry service across a chasm, etc., I'd take Flying armour over +1 (or even +3) armour of the same type every single time. Charm's tricky, in that the target gets a save. I'll still take Fly, thank you. :) Free Action is hugely important whenever the following otherwise-deadly conditions arise: you are targeted by Hold Person, Paralysis, any ghoul, or similar; you are Webbed; you are fighting underwater or in mud; someone is trying to grapple/bind/lasso you; you are in combat with a monster that kills by constriction, etc., etc. Not perhaps as always-useful as Fly but again I'd take Free Action armour over +1 of the same type if only because the time will arise - more than once, guaranteed - when it's flat-out gonna save my life. [snipped extra-movement example, you're right in saying that one's not so useful] This one's a bit more edition-dependent. In 1e (and 2e?), where a failed save vs. fireball or similar means all your items also have to save, fireproof is gold on the occasions where it comes up. In 3e and 4e, not as critical. All that said, one of the more useful-to-the-wearer effects I've seen on armour is what I call "Fearless" - it gives immunity to Fear effects. Again, every now and then this is an outright life-saver. Lan-"my usual approach to magic items: if it gets me in the air, I want it"-efan [/QUOTE]
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