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<blockquote data-quote="tetrasodium" data-source="post: 9032363" data-attributes="member: 93670"><p>Don't assume anything & stop looking for GM reinterpretation of the default (and only) flight rules in 5e. Those rules pretty much assume that <em>anything</em> capable of flight can do so with the freedom of <a href="https://www.youtube.com/watch?v=6xYpyUK6g9k" target="_blank">a star fury</a> without the star fury's non-atmospheric capabilities or its need to counteract momentum. </p><p></p><p>Instead of going from there to justification on why/when it should be limited turn it around and justify how much of the star fury's capabilities are suitable for a flying creature in d&d. From there maybe start with what conditions justify a method of flight itself having more or less of those capabilities. Luckily we don't really need to because that was done in 2e it was with</p><p>[spoiler="maneuverability classes "]</p><p>from high and in front, low and to the right side, high and</p><p>from the rear, and even straight down from above. Clearly,</p><p>standard methods of defense and attack that work on the</p><p>ground are going to do him little good here.</p><p>There are two ways of running aerial battles: the Tourna-</p><p>ment rules and the Optional rules. The Tournament rules</p><p>can be used in any situation, but rely on the descriptions of</p><p>the DM and the imaginations of the players for much of</p><p>their effect. The Optional rules provide a more detailed sys-</p><p>tem for fighting aerial battles with miniatures. The Tourna-</p><p>ment rules begin below.</p><p>Maneuverability Classes</p><p>How tightly a creature is able to turn is an important</p><p>factor in aerial combat. To measure this, all flying crea-</p><p>tures have a maneuverability class ranking from A to E</p><p>(with A being the best). In general, creatures with a better</p><p>maneuverability class can attack more often and more</p><p>effectively.</p><p><strong>Class A </strong>creatures have virtually total command over their</p><p>movements in the air; it is their home. They can maneuver in</p><p>the air with the same ease as a normal person on the ground,</p><p>turning at will, stopping quickly, and hovering in place. For</p><p>them, flying is the same as walking or running.</p><p>Class A creatures can face any given direction in a round,</p><p>and are virtually impossible to outmaneuver in the air. Fight-</p><p>ing in the air is no different from fighting on the ground for</p><p>them, so they can attack every round. This class includes</p><p>creatures from the elemental plane of Air and creatures able</p><p>to fly magically, without wings.</p><p><strong>Class B </strong>creatures are the most maneuverable of all</p><p>winged creatures, although they lack the utter ease of move-</p><p>ment of class A creatures. They are able to hover in place,</p><p>and so are the only winged creatures that do not need to</p><p>maintain forward movement in a battle.</p><p>The creatures can turn 180 degrees in a single round</p><p>and can make one pass every round. This class includes</p><p>pixies, sprites, sylphs, and most giant insects.</p><p><strong> Class C </strong>includes most normal birds and flying magical</p><p>items. Forward momentum must be maintained by moving</p><p>at least half the normal movement rate (although some</p><p>magical items are exempted from this). Creatures in this</p><p>class can turn up to 90 degrees in a single round and can</p><p>make one pass every two rounds. Gargoyles and harpies fall</p><p>into this class. Dragons, although huge, are amazingly</p><p>maneuverable and also fall into this class.</p><p><strong> Class D </strong>creatures are somewhat slow to reach maxi-</p><p>mum speed, and they make wide turns. Forward movement</p><p>equal to at least half the movement rate is required. Turns</p><p>are limited to 60 degrees in a single round. Class D crea-</p><p>tures make only one pass every three rounds. Pegasi, pter-</p><p>anodons, and sphinxes fall into this class.</p><p><strong> Class E</strong> is for flyers so large or clumsy that tight maneuver-</p><p>ing is impossible. The creature must fly at least half its move-</p><p>ment rate, and can only turn up to 30 degrees in a single</p><p>round. Thus, it can make just one pass every six rounds. This</p><p>class includes rocks and other truly gigantic creatures.</p><p><strong>Levitation</strong></p><p> Levitating creatures don’t truly fly, and their movement is</p><p>generally limited to up or down. Levitating creatures that are</p><p>able to move freely are assumed to be class A. Otherwise,</p><p>the power does not grant any maneuverability and so is not</p><p>assigned a class.</p><p><strong>Altitude</strong></p><p> The relative elevation of combatants is important for a</p><p>variety of reasons, but as far as combat goes, it has little real</p><p>effect. If flying creatures wish to fight, they must all be flying</p><p>at approximately the same height. If one of the creatures</p><p>flees and the others do not pursue, he gets away. Simple.</p><p> Altitude affects the action. The DM should keep the fol-</p><p>lowing guidelines in mind as he listens to what players want</p><p>to do and decides how creatures and NPCs will react.</p><p> Creatures cannot charge those above them, although</p><p>those above can dive, gaining the charge bonus.</p><p> Only creatures with natural weapons or riders with “L”</p><p>weapons, such as a lance, can attack a creature below them.</p><p>Attacks from below suffer a –2 penalty to the attack roll, as</p><p>the reach and angle make combat difficult.</p><p><strong>Combat Procedure</strong></p><p> Aerial combat is based on maneuverability. When flying</p><p>creatures fight, compare the maneuverability classes of the</p><p>different combatants. If these are all identical, the combat is</p><p>conducted normally. When maneuverability classes differ,</p><p>creatures with the better class gain several advantages.</p><p> For each difference in class, the more maneuverable</p><p>flyer subtracts one from its initiative die rolls. Its maneuver-</p><p>ability increases its ability to strike quickly and to strike areas</p><p>that are difficult to protect.</p><p><strong> Breath Weapons</strong> are more problematic in aerial combat</p><p>than on the ground. Creatures using breath weapons find their</p><p>fields of fire slightly more restricted, making the attack harder</p><p>to use. Dragons, in particular, find it difficult to use their breath</p><p>weapons to the side and rear while flying forward.</p><p> Those within a 60-degree arc of the front of the creature</p><p>roll saving throws vs. breath weapons normally. Creatures</p><p>outside this arc save with a +2 bonus to the die roll.</p><p><strong> Missile Fire</strong> is also difficult in aerial combat. Those</p><p>mounted on a flying creature or magical device suffer all the</p><p>penalties for mounted bowfire. Hovering is the same as</p><p>standing still and incurs no penalty.</p><p> Characters using missile fire while levitating suffer a –1</p><p>cumulative penalty for each round of fire, up to a maximum</p><p>of –5. Levitation is not a stable platform, and the reaction</p><p>from the missile fire creates a gradually increasing rocking</p><p>motion. A round spent doing nothing allows the character to</p><p>regain his balance. Medium and heavy crossbows cannot be</p><p>cocked by levitating characters, since there is no point of</p><p>leverage.</p><p><strong>Air-to-Ground Combat</strong></p><p> When attacking a creature on the ground (or one levitat-</p><p>ing and unable to move), the flyer’s attacks are limited by</p><p>the number of rounds needed to complete a pass.</p><p> A dragon flies out of its cave to attack the player char-</p><p>acters as they near its lair. On the first round it swoops</p><p>over them, raking the lead character with its claws. Since</p><p>its maneuverability is C, it then spends a round wheeling</p><p>about and swooping back to make another attack on the</p><p>third round of combat. Of course, during this time, its flight</p><p>will more than likely take it out of range of the player</p><p>characters.</p><p><strong>Escaping</strong></p><p> When a creature tries to break off from combat, its ability</p><p>to escape depends on its maneuverability and speed. Crea-</p><p>tures both faster and more maneuverable than their oppo-</p><p>nents can escape combat with no penalties. The free attack</p><p>for fleeing a combat is not allowed, since the other flyer is</p><p>also in motion (probably in the opposite direction).</p><p> If a creature is faster, but not more maneuverable, it can</p><p>break off by simply outrunning its opponent. The other can-</p><p>not keep pace. In this case, a free attack for fleeing is</p><p>allowed.</p><p> If the creature is slower, regardless of maneuverability, an</p><p>initiative roll must be made (modified by the maneuverabil-</p><p>ity of the flyers). If the fleeing creature’s initiative roll is lower</p><p>than that of the pursuer, the creature has managed to flee,</p><p>although suffering the usual attack for fleeing.</p><p>Damage</p><p> Any winged creature that loses more than 50% of its</p><p>hit points cannot sustain itself in the air and must land as</p><p>soon as possible. The creature can glide safely to the</p><p>ground, but cannot gain altitude or fly faster than half its</p><p>normal movement rate. If no safe landing point is avail-</p><p>able, the creature is just out of luck. Since the circum-</p><p>stances of a crash landing can vary greatly, the exact</p><p>handling of the situation is left to the DM. The falling rules</p><p>may come in handy, though a vivid imagination may be</p><p>even more helpful</p><p>Aerial Combat</p><p>(Optional Rule)</p><p> These optional rules provide more preci-</p><p>sion about just what is happening in an aerial</p><p>battle. However, these battles require the use</p><p>of miniatures or counters and generally take</p><p>longer to resolve. All of the aerial combat</p><p>rules above remain in effect except where</p><p>specifically contradicted below.</p><p><strong>Movement</strong></p><p> Movement is measured in inches (1 inch</p><p>= 10 feet of movement) and the pieces are</p><p>moved on the tabletop or floor. The maneu-</p><p>verability classes determine how far a figure</p><p>can turn in a single round. A protractor is</p><p>handy for figuring this. Turns can be made at</p><p>any point in the round, provided the total</p><p>number of degrees turned is not exceeded in</p><p>the round and there is at least 1 inch of</p><p>movement between turns.</p><p><strong>Climbing and Diving</strong></p><p> Players keep track of the altitude of their</p><p>flyers by noting the current altitude on a slip</p><p>of paper. Like movement, this can be</p><p>recorded as inches of altitude. A creature can</p><p>climb 1 inch for every inch of forward move-</p><p>ment.</p><p> Creatures of class C and worse have a</p><p>minimum air speed, and they must spend at</p><p>least half their movement rate going forward.</p><p>Thus, they cannot fly straight up and can only</p><p>climb at a maximum of 1⁄2 their normal move-</p><p>ment rate.</p><p> Diving creatures gain speed, earning an</p><p>additional inch to their movement for every</p><p>inch they dive, up to their maximum move-</p><p>ment rate. Thus, a creature able to fly 12 could move 24 by</p><p>diving for its entire movement, since each inch of diving</p><p>adds one inch of movement.</p><p> A diving creature must fly the full distance it gains div-</p><p>ing, although it need not fly its full normal movement. A</p><p>creature with a movement of 12 could not dive 9 and fly</p><p>only 6 forward. It must move forward at least 9, the dis-</p><p>tance it dove.</p><p><strong>Attacking</strong></p><p> Since the exact positions of the flying units are marked by</p><p>miniatures, several abstractions for aerial combat are not</p><p>used. Die roll modifiers for maneuverability are ignored</p><p>These simulate the ability of more acrobatic creatures gain-</p><p>ing an advantage over clumsier flyers. When playing with</p><p>miniatures or counters, this task is left to the players.</p><p> Likewise, the number of rounds required to make a pass</p><p>are not used, as this becomes evident from the position of</p><p>the pieces.</p><p> When a diving creature makes an attack, it is considered</p><p>[/spoiler]</p><p>But that was drawn from wargaming roots most likely & more involved than needed so 3.x reduced it to a table that kept the important parts as they are relevant to d&d's gameplay down to... [spoiler="about a page"]</p><p>[MEDIA=twitter]1659576629268566018[/MEDIA]</p><p>Some bits highlighted because linking the same tweet that got linked earlier here</p><p>[/spoiler]</p><p>5e left that out and made the flight rules so much of a shield against the GM someone in this very thread felt justified in askiing why arakokra can't fly backwards or upside down. That question is entirely justified too because 5e built the rules for flight & many other things as if the GM is generally going to be a hostile killer GM the players need protection from.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9032363, member: 93670"] Don't assume anything & stop looking for GM reinterpretation of the default (and only) flight rules in 5e. Those rules pretty much assume that [I]anything[/I] capable of flight can do so with the freedom of [URL='https://www.youtube.com/watch?v=6xYpyUK6g9k']a star fury[/URL] without the star fury's non-atmospheric capabilities or its need to counteract momentum. Instead of going from there to justification on why/when it should be limited turn it around and justify how much of the star fury's capabilities are suitable for a flying creature in d&d. From there maybe start with what conditions justify a method of flight itself having more or less of those capabilities. Luckily we don't really need to because that was done in 2e it was with [spoiler="maneuverability classes "] from high and in front, low and to the right side, high and from the rear, and even straight down from above. Clearly, standard methods of defense and attack that work on the ground are going to do him little good here. There are two ways of running aerial battles: the Tourna- ment rules and the Optional rules. The Tournament rules can be used in any situation, but rely on the descriptions of the DM and the imaginations of the players for much of their effect. The Optional rules provide a more detailed sys- tem for fighting aerial battles with miniatures. The Tourna- ment rules begin below. Maneuverability Classes How tightly a creature is able to turn is an important factor in aerial combat. To measure this, all flying crea- tures have a maneuverability class ranking from A to E (with A being the best). In general, creatures with a better maneuverability class can attack more often and more effectively. [B]Class A [/B]creatures have virtually total command over their movements in the air; it is their home. They can maneuver in the air with the same ease as a normal person on the ground, turning at will, stopping quickly, and hovering in place. For them, flying is the same as walking or running. Class A creatures can face any given direction in a round, and are virtually impossible to outmaneuver in the air. Fight- ing in the air is no different from fighting on the ground for them, so they can attack every round. This class includes creatures from the elemental plane of Air and creatures able to fly magically, without wings. [B]Class B [/B]creatures are the most maneuverable of all winged creatures, although they lack the utter ease of move- ment of class A creatures. They are able to hover in place, and so are the only winged creatures that do not need to maintain forward movement in a battle. The creatures can turn 180 degrees in a single round and can make one pass every round. This class includes pixies, sprites, sylphs, and most giant insects. [B] Class C [/B]includes most normal birds and flying magical items. Forward momentum must be maintained by moving at least half the normal movement rate (although some magical items are exempted from this). Creatures in this class can turn up to 90 degrees in a single round and can make one pass every two rounds. Gargoyles and harpies fall into this class. Dragons, although huge, are amazingly maneuverable and also fall into this class. [B] Class D [/B]creatures are somewhat slow to reach maxi- mum speed, and they make wide turns. Forward movement equal to at least half the movement rate is required. Turns are limited to 60 degrees in a single round. Class D crea- tures make only one pass every three rounds. Pegasi, pter- anodons, and sphinxes fall into this class. [B] Class E[/B] is for flyers so large or clumsy that tight maneuver- ing is impossible. The creature must fly at least half its move- ment rate, and can only turn up to 30 degrees in a single round. Thus, it can make just one pass every six rounds. This class includes rocks and other truly gigantic creatures. [B]Levitation[/B] Levitating creatures don’t truly fly, and their movement is generally limited to up or down. Levitating creatures that are able to move freely are assumed to be class A. Otherwise, the power does not grant any maneuverability and so is not assigned a class. [B]Altitude[/B] The relative elevation of combatants is important for a variety of reasons, but as far as combat goes, it has little real effect. If flying creatures wish to fight, they must all be flying at approximately the same height. If one of the creatures flees and the others do not pursue, he gets away. Simple. Altitude affects the action. The DM should keep the fol- lowing guidelines in mind as he listens to what players want to do and decides how creatures and NPCs will react. Creatures cannot charge those above them, although those above can dive, gaining the charge bonus. Only creatures with natural weapons or riders with “L” weapons, such as a lance, can attack a creature below them. Attacks from below suffer a –2 penalty to the attack roll, as the reach and angle make combat difficult. [B]Combat Procedure[/B] Aerial combat is based on maneuverability. When flying creatures fight, compare the maneuverability classes of the different combatants. If these are all identical, the combat is conducted normally. When maneuverability classes differ, creatures with the better class gain several advantages. For each difference in class, the more maneuverable flyer subtracts one from its initiative die rolls. Its maneuver- ability increases its ability to strike quickly and to strike areas that are difficult to protect. [B] Breath Weapons[/B] are more problematic in aerial combat than on the ground. Creatures using breath weapons find their fields of fire slightly more restricted, making the attack harder to use. Dragons, in particular, find it difficult to use their breath weapons to the side and rear while flying forward. Those within a 60-degree arc of the front of the creature roll saving throws vs. breath weapons normally. Creatures outside this arc save with a +2 bonus to the die roll. [B] Missile Fire[/B] is also difficult in aerial combat. Those mounted on a flying creature or magical device suffer all the penalties for mounted bowfire. Hovering is the same as standing still and incurs no penalty. Characters using missile fire while levitating suffer a –1 cumulative penalty for each round of fire, up to a maximum of –5. Levitation is not a stable platform, and the reaction from the missile fire creates a gradually increasing rocking motion. A round spent doing nothing allows the character to regain his balance. Medium and heavy crossbows cannot be cocked by levitating characters, since there is no point of leverage. [B]Air-to-Ground Combat[/B] When attacking a creature on the ground (or one levitat- ing and unable to move), the flyer’s attacks are limited by the number of rounds needed to complete a pass. A dragon flies out of its cave to attack the player char- acters as they near its lair. On the first round it swoops over them, raking the lead character with its claws. Since its maneuverability is C, it then spends a round wheeling about and swooping back to make another attack on the third round of combat. Of course, during this time, its flight will more than likely take it out of range of the player characters. [B]Escaping[/B] When a creature tries to break off from combat, its ability to escape depends on its maneuverability and speed. Crea- tures both faster and more maneuverable than their oppo- nents can escape combat with no penalties. The free attack for fleeing a combat is not allowed, since the other flyer is also in motion (probably in the opposite direction). If a creature is faster, but not more maneuverable, it can break off by simply outrunning its opponent. The other can- not keep pace. In this case, a free attack for fleeing is allowed. If the creature is slower, regardless of maneuverability, an initiative roll must be made (modified by the maneuverabil- ity of the flyers). If the fleeing creature’s initiative roll is lower than that of the pursuer, the creature has managed to flee, although suffering the usual attack for fleeing. Damage Any winged creature that loses more than 50% of its hit points cannot sustain itself in the air and must land as soon as possible. The creature can glide safely to the ground, but cannot gain altitude or fly faster than half its normal movement rate. If no safe landing point is avail- able, the creature is just out of luck. Since the circum- stances of a crash landing can vary greatly, the exact handling of the situation is left to the DM. The falling rules may come in handy, though a vivid imagination may be even more helpful Aerial Combat (Optional Rule) These optional rules provide more preci- sion about just what is happening in an aerial battle. However, these battles require the use of miniatures or counters and generally take longer to resolve. All of the aerial combat rules above remain in effect except where specifically contradicted below. [B]Movement[/B] Movement is measured in inches (1 inch = 10 feet of movement) and the pieces are moved on the tabletop or floor. The maneu- verability classes determine how far a figure can turn in a single round. A protractor is handy for figuring this. Turns can be made at any point in the round, provided the total number of degrees turned is not exceeded in the round and there is at least 1 inch of movement between turns. [B]Climbing and Diving[/B] Players keep track of the altitude of their flyers by noting the current altitude on a slip of paper. Like movement, this can be recorded as inches of altitude. A creature can climb 1 inch for every inch of forward move- ment. Creatures of class C and worse have a minimum air speed, and they must spend at least half their movement rate going forward. Thus, they cannot fly straight up and can only climb at a maximum of 1⁄2 their normal move- ment rate. Diving creatures gain speed, earning an additional inch to their movement for every inch they dive, up to their maximum move- ment rate. Thus, a creature able to fly 12 could move 24 by diving for its entire movement, since each inch of diving adds one inch of movement. A diving creature must fly the full distance it gains div- ing, although it need not fly its full normal movement. A creature with a movement of 12 could not dive 9 and fly only 6 forward. It must move forward at least 9, the dis- tance it dove. [B]Attacking[/B] Since the exact positions of the flying units are marked by miniatures, several abstractions for aerial combat are not used. Die roll modifiers for maneuverability are ignored These simulate the ability of more acrobatic creatures gain- ing an advantage over clumsier flyers. When playing with miniatures or counters, this task is left to the players. Likewise, the number of rounds required to make a pass are not used, as this becomes evident from the position of the pieces. When a diving creature makes an attack, it is considered [/spoiler] But that was drawn from wargaming roots most likely & more involved than needed so 3.x reduced it to a table that kept the important parts as they are relevant to d&d's gameplay down to... [spoiler="about a page"] [MEDIA=twitter]1659576629268566018[/MEDIA] Some bits highlighted because linking the same tweet that got linked earlier here [/spoiler] 5e left that out and made the flight rules so much of a shield against the GM someone in this very thread felt justified in askiing why arakokra can't fly backwards or upside down. That question is entirely justified too because 5e built the rules for flight & many other things as if the GM is generally going to be a hostile killer GM the players need protection from. [/QUOTE]
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