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General Tabletop Discussion
D&D Older Editions
Martial Flight - Making the Melee Warrior Fly - sort of.
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<blockquote data-quote="Garthanos" data-source="post: 7866961" data-attributes="member: 82504"><p>This was written a while ago (with some adjustments added recently) and I think originally posted on the WOTC community site before they destroyed it and a lot of 4e resources in the process I managed to rescue it. I thought of it partially because of the pixie was coming out and later because 5e seemed prime set to make flying a low level effect.</p><p></p><p><strong>How can a Warrior Fly? </strong></p><p>Well obviously this isn't about actually giving martial characters flying abilities. But there is a tendency for people to underestimate the potency of spells. a classic case is that of the fly spell.</p><p></p><p>In order for my mobile "melee" fighter to have something analogous to a flying spell caster he probably needs a healthy amount of the following</p><ul> <li data-xf-list-type="ul"><strong> Missile Deflection Protection</strong> : Nigh immunity to ranged attacks perhaps because I can deflect them perfectly or perhaps because the divine protects me - Paladins want to be mobile too (like flying somewhat high makes me immune to melee attacks) Note while using focus to gain better ranged defense you are a slightly better target than normal to attacks from adjacent enemies. Similarly its possible to fly in low and be no better target than someone on ground ... you dont have to engage in ranged focus constantly. (requires focus)</li> <li data-xf-list-type="ul"><strong>Seen It Coming / Get out of there ( includes Jumps or Runs) </strong>triggered in reaction to a ranged area of attack. This might be granted to the party by warlords or similar perception heavy archetypes.<br /> OR</li> <li data-xf-list-type="ul"><strong>Long Arm</strong>: Improved range for thrown/hurled objects and weapons, extends the range of thrown weapons (using str) to be more comparable to what is achievable with launched ones (and longer distance spells) - for some purposes having Long Arm implies a certain level of functioning at range yourself and is rather an alternative to missile deflection.</li> <li data-xf-list-type="ul"><strong>Bring It Down</strong> ( Ranged Knockdown Assault) for the Warlord or Long Arm user who still only does minor damage from a range but this might appropriately actually result in a spike of large damage against a flyer but the idea is ongoing impair of ability to fly.<br /> AND</li> <li data-xf-list-type="ul"><strong>Penetrate The Line</strong> : Able to move across the battlefield through adversary spaces safely. (requires focus), for some this is nimble movement for some it is smashing through its a matter of style</li> <li data-xf-list-type="ul"><strong>Fast Climb</strong> : Climb or descend walls at near running speed Parkour style.</li> <li data-xf-list-type="ul"><strong>Free Running</strong> : Unimpaired movement through types* of difficult terrain, but may take greater damage when its not navigated well (its possible to have difficult terrain in the air too just sufficiently less common that this is worth giving a bonus on additionally the implications for a flier are higher). *The terrain types might be built up via learned martial practices.</li> <li data-xf-list-type="ul"><strong>Olympic Leaps / Greater Jumping</strong> : Enhanced jumping distances (remember to add in a 2x factor for pole vaulting with spear or staff).<strong> </strong></li> <li data-xf-list-type="ul"><strong>Knock Down Assault</strong> sudden Olympic Leaps may enable this fighter ability or</li> <li data-xf-list-type="ul"><strong>Ride Em Cowboy</strong> keeps you close to an enemy who had any form of hard to match mobility, they find it hard to disengage/shift away (and moves you with them when they move even if flying or swimming). A solid defender ability.</li> <li data-xf-list-type="ul"><strong>Perfected Balance</strong> : Enhanced tight rope walking used to navigate where jumping distance is still too short (because you know it will be) attaching a cord to a rope and firing it on an arrow across a chasm.</li> <li data-xf-list-type="ul"><strong>Far Sight</strong>: Improved range of perception (like flying high straight up) - dependent on spending time achieving the effect this requires you to be stationary and is directional.</li> <li data-xf-list-type="ul"><strong>Cat Fall</strong> : Always land on your feet if conscious, and minimizing fall damage More detail a flier can fall its move distance freely without damage and get an extra chance to rescue themselves. The baseline Acrobatics ability not really good enough getting a skill check high enough to reduce falling damage by your move if your speed in feet would take an acrobatics roll of well 60. </li> </ul><p></p><p>Abilities which require focus are basically incompatible functions. We could just use the Stances mechanic instead though having an extra focus allows some stacking. </p><p></p><p>Getting successfully attacked causes you to lose this stance or focus possibly with implications (if it occurs while moving through enemy spaces the individual whose space you are moving through not only stops you but gains a free attack)</p><p></p><p>Some of these ideas are basically oriented for melee specialists who forego ranged capability... in theory giving up most of the capabilities that would make them deadly or properly capable of responding at range. (Though there is more to it - as ranged ability obviously doesn't match the abilities of flight)</p><p></p><p>Examples of archetypes might range from the <strong>Strongman</strong> who sometimes hurls miscellaneous pieces of scenery out of frustration but very much lacks the precision to exploit ranged weaponry to <strong>Honorable Knight</strong>s and <strong>Paladins</strong> bound by oaths against use of ranged weaponry. From <strong>Battleraging Berserks / Barbarian</strong>s who really aren't effective unless they smell the blood of enemies to Specialists who scoff at lack of elegance in the ranged attack forms some Martial Artists of course call them<strong> Kensei.</strong></p><p></p><p>It is obvious that the abilities can or should be broken up into individual components just as levitation/feather fall and jump etc are available as distinct abilities for a spell caster.</p><p></p><p>More possibilities include Missile Reflection: you may not be really deadly at range and don't initiate ranged combat - but you can reflect ranged attacks back on those who attack you (yes this may include spells) sure <strong>Jedi/Swordmages</strong> might be on the list.</p></blockquote><p></p>
[QUOTE="Garthanos, post: 7866961, member: 82504"] This was written a while ago (with some adjustments added recently) and I think originally posted on the WOTC community site before they destroyed it and a lot of 4e resources in the process I managed to rescue it. I thought of it partially because of the pixie was coming out and later because 5e seemed prime set to make flying a low level effect. [B]How can a Warrior Fly? [/B] Well obviously this isn't about actually giving martial characters flying abilities. But there is a tendency for people to underestimate the potency of spells. a classic case is that of the fly spell. In order for my mobile "melee" fighter to have something analogous to a flying spell caster he probably needs a healthy amount of the following [LIST] [*][B] Missile Deflection Protection[/B] : Nigh immunity to ranged attacks perhaps because I can deflect them perfectly or perhaps because the divine protects me - Paladins want to be mobile too (like flying somewhat high makes me immune to melee attacks) Note while using focus to gain better ranged defense you are a slightly better target than normal to attacks from adjacent enemies. Similarly its possible to fly in low and be no better target than someone on ground ... you dont have to engage in ranged focus constantly. (requires focus) [*][B]Seen It Coming / Get out of there ( includes Jumps or Runs) [/B]triggered in reaction to a ranged area of attack. This might be granted to the party by warlords or similar perception heavy archetypes. OR [*][B]Long Arm[/B]: Improved range for thrown/hurled objects and weapons, extends the range of thrown weapons (using str) to be more comparable to what is achievable with launched ones (and longer distance spells) - for some purposes having Long Arm implies a certain level of functioning at range yourself and is rather an alternative to missile deflection. [*][B]Bring It Down[/B] ( Ranged Knockdown Assault) for the Warlord or Long Arm user who still only does minor damage from a range but this might appropriately actually result in a spike of large damage against a flyer but the idea is ongoing impair of ability to fly. AND [*][B]Penetrate The Line[/B] : Able to move across the battlefield through adversary spaces safely. (requires focus), for some this is nimble movement for some it is smashing through its a matter of style [*][B]Fast Climb[/B] : Climb or descend walls at near running speed Parkour style. [*][B]Free Running[/B] : Unimpaired movement through types* of difficult terrain, but may take greater damage when its not navigated well (its possible to have difficult terrain in the air too just sufficiently less common that this is worth giving a bonus on additionally the implications for a flier are higher). *The terrain types might be built up via learned martial practices. [*][B]Olympic Leaps / Greater Jumping[/B] : Enhanced jumping distances (remember to add in a 2x factor for pole vaulting with spear or staff).[B] [/B] [*][B]Knock Down Assault[/B] sudden Olympic Leaps may enable this fighter ability or [*][B]Ride Em Cowboy[/B] keeps you close to an enemy who had any form of hard to match mobility, they find it hard to disengage/shift away (and moves you with them when they move even if flying or swimming). A solid defender ability. [*][B]Perfected Balance[/B] : Enhanced tight rope walking used to navigate where jumping distance is still too short (because you know it will be) attaching a cord to a rope and firing it on an arrow across a chasm. [*][B]Far Sight[/B]: Improved range of perception (like flying high straight up) - dependent on spending time achieving the effect this requires you to be stationary and is directional. [*][B]Cat Fall[/B] : Always land on your feet if conscious, and minimizing fall damage More detail a flier can fall its move distance freely without damage and get an extra chance to rescue themselves. The baseline Acrobatics ability not really good enough getting a skill check high enough to reduce falling damage by your move if your speed in feet would take an acrobatics roll of well 60. [/LIST] Abilities which require focus are basically incompatible functions. We could just use the Stances mechanic instead though having an extra focus allows some stacking. Getting successfully attacked causes you to lose this stance or focus possibly with implications (if it occurs while moving through enemy spaces the individual whose space you are moving through not only stops you but gains a free attack) Some of these ideas are basically oriented for melee specialists who forego ranged capability... in theory giving up most of the capabilities that would make them deadly or properly capable of responding at range. (Though there is more to it - as ranged ability obviously doesn't match the abilities of flight) Examples of archetypes might range from the [B]Strongman[/B] who sometimes hurls miscellaneous pieces of scenery out of frustration but very much lacks the precision to exploit ranged weaponry to [B]Honorable Knight[/B]s and [B]Paladins[/B] bound by oaths against use of ranged weaponry. From [B]Battleraging Berserks / Barbarian[/B]s who really aren't effective unless they smell the blood of enemies to Specialists who scoff at lack of elegance in the ranged attack forms some Martial Artists of course call them[B] Kensei.[/B] It is obvious that the abilities can or should be broken up into individual components just as levitation/feather fall and jump etc are available as distinct abilities for a spell caster. More possibilities include Missile Reflection: you may not be really deadly at range and don't initiate ranged combat - but you can reflect ranged attacks back on those who attack you (yes this may include spells) sure [B]Jedi/Swordmages[/B] might be on the list. [/QUOTE]
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