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General Tabletop Discussion
*Dungeons & Dragons
On fairies and flying
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<blockquote data-quote="JiffyPopTart" data-source="post: 8414981" data-attributes="member: 4881"><p>A 30' move swashbuckler can stay 45' away from their target and still swoop/run-by attack</p><p></p><p>I'm not sure why you are needing to go down the route of attacking me or my GM skills personally...I'm not arguing about myself having issues running ToA or flying characters. I've already stated quite literally I have no problem with flying 1st level characters earlier in this thread.</p><p></p><p>What I am saying is that for an inexperienced GM (AKA someone who might buy ToA and run it as-is) an all flying party could be difficult to accommodate. Because of this I think the stance that flying PCs might be overpowered is a fair one for a GM to make.</p><p></p><p>Concrete examples of how ToA design has issues with an all flying party.</p><p></p><p>1. The empty map has very discrete rules for what speed a party moves in the jungle, with a game mechanic tied to if they go fast, normal, and slow. Then it goes on to say flying characters move 4 times faster in an 8 hour day than a "normal" speed party. A group could be starting the hex crawl with the PCs moving 4 times faster overland than the adventure expects them to.</p><p></p><p>2. You have a set piece encounter with the PCs defending a fort from rampaging undead dinosaurs. There are zero danger stakes for them if they can just "jump pack" away from dinosaurs and zombies when the going gets tough.</p><p></p><p>3. There is an encounter about crossing a dangerous bridge with a golem guarding the other side of the PCs don't do it right. Or they just bypass the whole thing.</p><p></p><p>4. There is a location with a tricky maze with a prize in the center revealed when the PCs have solved it. Or they just fly by and see what it is without the entire maze portion of the location.</p><p></p><p>5. There are multiple other locations where height and access from ground level are major problems walking PCs have to solve.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 8414981, member: 4881"] A 30' move swashbuckler can stay 45' away from their target and still swoop/run-by attack I'm not sure why you are needing to go down the route of attacking me or my GM skills personally...I'm not arguing about myself having issues running ToA or flying characters. I've already stated quite literally I have no problem with flying 1st level characters earlier in this thread. What I am saying is that for an inexperienced GM (AKA someone who might buy ToA and run it as-is) an all flying party could be difficult to accommodate. Because of this I think the stance that flying PCs might be overpowered is a fair one for a GM to make. Concrete examples of how ToA design has issues with an all flying party. 1. The empty map has very discrete rules for what speed a party moves in the jungle, with a game mechanic tied to if they go fast, normal, and slow. Then it goes on to say flying characters move 4 times faster in an 8 hour day than a "normal" speed party. A group could be starting the hex crawl with the PCs moving 4 times faster overland than the adventure expects them to. 2. You have a set piece encounter with the PCs defending a fort from rampaging undead dinosaurs. There are zero danger stakes for them if they can just "jump pack" away from dinosaurs and zombies when the going gets tough. 3. There is an encounter about crossing a dangerous bridge with a golem guarding the other side of the PCs don't do it right. Or they just bypass the whole thing. 4. There is a location with a tricky maze with a prize in the center revealed when the PCs have solved it. Or they just fly by and see what it is without the entire maze portion of the location. 5. There are multiple other locations where height and access from ground level are major problems walking PCs have to solve. [/QUOTE]
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