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Restricting Monster Movement
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<blockquote data-quote="StreamOfTheSky" data-source="post: 4947234" data-attributes="member: 35909"><p>Also here: <a href="http://www.d20srd.org/srd/movement.htm#movingInThreeDimensions" target="_blank">Movement :: d20srd.org</a></p><p></p><p>Most dragons have poor or clumsy maneuverability, and it will seldom get better than average, even with feats or spells to improve maneuvering. So the idea of it so easily flying backwards threw me off.</p><p></p><p>For what you describe...other than for perfect maneuverability, each space of ascension costs twice the movement (10 ft of movement to go 5 ft up). Descending also gives double the normal rate of movement (10 ft down for 5 ft of movement). This is due to gravity, unless you're on a plane with different gravity. Now, if it has a bad fly maneuverability, it needs to follow the table restrictions. Note below average, you can only make single turns of 45 degrees, and needs 5-10 ft of movement before each turn. So...if by hopping, it looks something like this:</p><p> ^ (please pretend that's a 90 degree angle, ok? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p> / \</p><p> / \</p><p> / \</p><p>/ \</p><p>A B</p><p>--------</p><p>ground</p><p></p><p>...then the DM is probably being unfair with its movement.</p><p></p><p>Enclosing it with walls is a good idea. Wall of ice can be made as a hemisphere but can just get melted away... If you're willing to cast several walls of stone, that could work. But really, if it's on the ground, subject it to Evard's Black Tentacles (and these can extend 10 ft up if it's flying close to the ground), Entangle, Web, Rock to Mud, etc...</p><p></p><p>For what it's worth, the specific spells you may want to keep it from flying are Wingbind and Downdraft, both from the Spell Compendium book.</p><p></p><p>EDIT: Post messed up my spacing, now the diagram doesn't make any sense. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4947234, member: 35909"] Also here: [url=http://www.d20srd.org/srd/movement.htm#movingInThreeDimensions]Movement :: d20srd.org[/url] Most dragons have poor or clumsy maneuverability, and it will seldom get better than average, even with feats or spells to improve maneuvering. So the idea of it so easily flying backwards threw me off. For what you describe...other than for perfect maneuverability, each space of ascension costs twice the movement (10 ft of movement to go 5 ft up). Descending also gives double the normal rate of movement (10 ft down for 5 ft of movement). This is due to gravity, unless you're on a plane with different gravity. Now, if it has a bad fly maneuverability, it needs to follow the table restrictions. Note below average, you can only make single turns of 45 degrees, and needs 5-10 ft of movement before each turn. So...if by hopping, it looks something like this: ^ (please pretend that's a 90 degree angle, ok? :) ) / \ / \ / \ / \ A B -------- ground ...then the DM is probably being unfair with its movement. Enclosing it with walls is a good idea. Wall of ice can be made as a hemisphere but can just get melted away... If you're willing to cast several walls of stone, that could work. But really, if it's on the ground, subject it to Evard's Black Tentacles (and these can extend 10 ft up if it's flying close to the ground), Entangle, Web, Rock to Mud, etc... For what it's worth, the specific spells you may want to keep it from flying are Wingbind and Downdraft, both from the Spell Compendium book. EDIT: Post messed up my spacing, now the diagram doesn't make any sense. :( [/QUOTE]
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