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Raptorans

MoogleEmpMog said:
A single 3rd-level spell won't make a dwarf's racial abilities redundant - and those spells that duplicate what the dwarf has actually stack. By contrast, the raptorean's (not terribly useful in most situations) flying ability is strictly inferior to a fly spell.

Just a little nitpick. I still don't quite see why everyone's acting like the ability to Fly isn't all that special- true, a Fly spell has better speed and maneuverability than a Raptoran's natural flight, but think about it- a Fly spell lasts a minute per level. At 20th level, that's 20 minutes- which isn't giving you anything in terms of overland movement, and will probably last one battle, maybe two if you rush it- not to mention that it can be dispelled. A Raptoran's Flying ability, however, lasts FOREVER (upon reaching 10th level), and at that point, is FAR superior to a Fly spell. It costs nothing, and can't be taken away short of killing the character or removing his wings. I think it's a slightly bigger deal than everybody's making it out to be.
 

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UltimaGabe said:
Just a little nitpick. I still don't quite see why everyone's acting like the ability to Fly isn't all that special- true, a Fly spell has better speed and maneuverability than a Raptoran's natural flight, but think about it- a Fly spell lasts a minute per level. At 20th level, that's 20 minutes- which isn't giving you anything in terms of overland movement, and will probably last one battle, maybe two if you rush it- not to mention that it can be dispelled. A Raptoran's Flying ability, however, lasts FOREVER (upon reaching 10th level), and at that point, is FAR superior to a Fly spell. It costs nothing, and can't be taken away short of killing the character or removing his wings. I think it's a slightly bigger deal than everybody's making it out to be.

But at 10th level the fly spell lasts 10 minutes - well longer than most combats.

Overland movement - could be useful if it comes into play, all specific to the game being run. Which is why flying may or may not be useful. It is pretty useless in a dungeon crawl or an underwater game.

The fly spell can also be cast on someone else.

I think you are overestimating the importance of this ability. At low levels it surely is overpowering (in most cases) but not by 10th level - which is pretty much why they designed the race the way they did.

One good net, heavy forest, or similar situation and the race is pretty much negated.
 

UltimaGabe said:
Just a little nitpick. I still don't quite see why everyone's acting like the ability to Fly isn't all that special- true, a Fly spell has better speed and maneuverability than a Raptoran's natural flight, but think about it- a Fly spell lasts a minute per level. At 20th level, that's 20 minutes- which isn't giving you anything in terms of overland movement, and will probably last one battle, maybe two if you rush it- not to mention that it can be dispelled. A Raptoran's Flying ability, however, lasts FOREVER (upon reaching 10th level), and at that point, is FAR superior to a Fly spell. It costs nothing, and can't be taken away short of killing the character or removing his wings. I think it's a slightly bigger deal than everybody's making it out to be.
More comperable to the Sor/Wiz 5 Overland Flight, which is an ability a spellcaster can get at 9th or 10th level.
 

I have found that the ability to fly at tenth was not very useful when in dungeons or underground, in tight places, or anywere in which the ceiling is low. Plus it's tenth level for god sake. By tenth level most PCs have found plenty of ways around problems that flight might be a benefit for. I am speaking as both a player and a DM who has played and ran a Raptorean in games. Remember that thier wings are easy to hit. Plus wing span plays into the tight quarters thing. I realy can't see were the overland movement is that big a deal. Most of the time players are walking they would have to slow down to stay with their party, so to the monk and barbarian. What about the palladin and his mount? Wouldn't you have to slow down since mounts tend to be faster then the same type animal. I don't see the flight as being that big a deal. Its a benefit, but come on what about the major bonuses of immune to sleep spells or enchantments of elves? Anyway thats my view....
 

UltimaGabe said:
At 20th level, that's 20 minutes- which isn't giving you anything in terms of overland movement...

Of course, being able to use a Raptoran's flight for overland movement isn't that handy if you're travelling with a bunch of non-Raptorans who can't...

-Hyp.
 

UltimaGabe said:
Just a little nitpick. I still don't quite see why everyone's acting like the ability to Fly isn't all that special
Because it isn't? It's a useful ability, but not a game-breaking ability, unless all the challenges in a particular game are built around the idea that none of the characters can fly.

A Raptoran's Flying ability, however, lasts FOREVER (upon reaching 10th level)
Why are always-on abilities bad?

It costs nothing, and can't be taken away short of killing the character or removing his wings.
Why are abilities that can't be taken away bad?

I think it's a slightly bigger deal than everybody's making it out to be.
I don't. A single character that can fly might make some challenges trivial, but there are many other situations where it will not be a significant benefit. The DM just has to choose his challenges wisely.
 

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