billd91
Not your screen monkey (he/him) 🇺🇦🇵🇸🏳️⚧️
Now, I'm not saying my group was general at all. But, if you designed an adventure for my bunch assuming flight by 7th level, you'd be pretty much wrong. 15th? Sure, I'll buy that.
I wouldn't buy it at 15th level either. But then, I tend to subscribe more to the 3-clues method of getting around these chokepoints (to use terms from the Alexandrian blog posting on Random GM Tips) rather than require a particular way of overcoming an obstacle.
If you need to do something, be it find a clue or overcome an obstacle, to handle the adventure, there should be multiple ways to do it accounted for. In the case of getting to a cloud giant's floating fortress, I can think of a few options.
1) Personal transport magics in the hands of the PCs
2) Permanent teleportation location (give clues that the giants always seem to raid out from and return toward a particular point on land)
3) Pay for transportation by someone else
4) Bribe a disgruntled cloud giant exile to help get you there
But I would make sure I wasn't requiring any single solution to the problem. Not all of the solutions may be equally favorable and some may require additional legwork. I think that's fair.
If it were a question of uncovering a side chamber of loot or some other hidden cache of non-essential but nice goodies, then I wouldn't necessarily have mulitple methods of overcoming it. Optional stuff is just that. Optional. If they can find it, spiff. If not, OK.
That said, if the PCs are consistently finding that they're having a hard time accomplishing things with the skills and abilities they have, they should really think about being proactive about fixing their deficiencies. If you're fighting a lot of flying creatures out in the wilderness, and you aren't investing in ranged attacks because they're not part of your "concept", time to rethink your concept or at least make room for pushing up daisies within it, because that's what you'll end up doing.