BSF
Explorer
One thing to keep in mind is that Wind Walk only has two apparent modes of transport.daemonslye said:Ok - So to clarify:
1. Houserule WW to clarify that the "magical wind" effect only works outdoors
2. Further clarify that with poor maneuverability, a WWer moving at a rate between 10 and 601 feet per round cannot make a 90 degree turn and thus will need possibly a great deal of room (based on their movement?) to make this turn unless they significantly slow down. If obstructions are encountered (eg. walls) damage could occur (based on momentum... but what of mass? oh well - that one feels like a can of worms anyway).
10'/round (Per Gaseous Form - This is not a base move. You fly at 10' round with perfect maneuverability.)
60 Mph (600'/round) which is Gaseous Form being blown by a magical wind. In this form you have poor maneuverability, with all that implies.
In many cases, it will be practically impossible to turn a corner in the "very fast" mode.
It is entirely reasonable to houserule that the winds won't work indoors. It would also be reasonable to rule that the winds will only work indoors in large, open areas. This leaves big caverns and the like as possibilities, but restricts wind walk in tight areas in a logical manner.
3. At these levels, the bad guys deserve what they get if they are not flinging about 6th level or higher spells daily or using permanency on selected abjurations.
Base this on the personalities and magic level of your campaign. But, if your bad guys are relatively saavy, somewhat wealthy, carrying a healthy dose of paranoia and not expecting to wander around killing stuff that day, it makes sense that they would choose to act as defensively as possible. Players have a tendency to think they are the only clever people in the world and that they have the cool abilities to get the drop on the bad guys whenever they want. If you want to join the Rat Bastard DM's club, you create bad guys with character flaws and strengths that can surprise the hell out of the players. You don't need to design defenses specifically against the PC's, just defenses against the average PC-type.
4. If you want a lower magic campaign, nix a few "problem" spells that create plot problems (for all sides);
Correctamundo?
~D