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Survey Launch | Player's Handbook Playtest 5 | Unearthed Arcana | D&D
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<blockquote data-quote="Chaosmancer" data-source="post: 9032407" data-attributes="member: 6801228"><p>But why would we want the act to feel different than walking on air? We don't seem to want swimming to be different than walking in water.</p><p></p><p></p><p></p><p>Meant "done" was just typing quickly and didn't notice the error.</p><p></p><p></p><p></p><p>But they won't, because it takes an action. Or more accurately, they will only use the hovering version, because it allows them plenty of control, and if you have to pick one, the one that doesn't force you to constantly move in nearly straight lines is better.</p><p></p><p></p><p></p><p>So, I have a group of Griffons that up on a cliff above the party, let's say they are 60 ft away. What happens? </p><p></p><p>Well, the Griffons could use the Hover speed you created. That allows them to move 40 ft. Which means that they won't reach the party, and will be helpless. Or they can dash and get next to the party... and still be helpless this turn. So they will use the soaring rules right? Except... that forces them to use their full movement, so they will have to use 80 ft of movement, which means they will be forced to trigger opportunity attacks. Also, they can only turn once, so they dive past the party, take attacks of opportunity, and then use their one turn to go up and avoid crashing into the ground. Next turn they can either lose their action to change speeds (wasting their turn) or they can move full speed and turn once. It will take them about three to four turns (time and movement) to get back to the party, leaving them vulnerable to multiple turns to be attacked. </p><p></p><p>How is ANY of this desirable? All I'm doing is creating a scenario where the griffins are utterly helpless before the party, wasting turn after turn just to manuever, while the party rips them apart. </p><p></p><p>Right now? Right now they can dive bomb 60 ft, attack the party, and then make choices. They could disengage and fly away if they needed to, or stay around the party harrassing them. But they are never wasting their turns. </p><p></p><p></p><p></p><p>The other thing you didn't consider in your five minutes is that flying rules aren't only for players. This applies to EVERY flying monster in the book. And it cripples them. Flying monsters become the easiest thing to deal with, because they are either consistently triggering AO's or wasting actions slowing down to actually get in range to fight,</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9032407, member: 6801228"] But why would we want the act to feel different than walking on air? We don't seem to want swimming to be different than walking in water. Meant "done" was just typing quickly and didn't notice the error. But they won't, because it takes an action. Or more accurately, they will only use the hovering version, because it allows them plenty of control, and if you have to pick one, the one that doesn't force you to constantly move in nearly straight lines is better. So, I have a group of Griffons that up on a cliff above the party, let's say they are 60 ft away. What happens? Well, the Griffons could use the Hover speed you created. That allows them to move 40 ft. Which means that they won't reach the party, and will be helpless. Or they can dash and get next to the party... and still be helpless this turn. So they will use the soaring rules right? Except... that forces them to use their full movement, so they will have to use 80 ft of movement, which means they will be forced to trigger opportunity attacks. Also, they can only turn once, so they dive past the party, take attacks of opportunity, and then use their one turn to go up and avoid crashing into the ground. Next turn they can either lose their action to change speeds (wasting their turn) or they can move full speed and turn once. It will take them about three to four turns (time and movement) to get back to the party, leaving them vulnerable to multiple turns to be attacked. How is ANY of this desirable? All I'm doing is creating a scenario where the griffins are utterly helpless before the party, wasting turn after turn just to manuever, while the party rips them apart. Right now? Right now they can dive bomb 60 ft, attack the party, and then make choices. They could disengage and fly away if they needed to, or stay around the party harrassing them. But they are never wasting their turns. The other thing you didn't consider in your five minutes is that flying rules aren't only for players. This applies to EVERY flying monster in the book. And it cripples them. Flying monsters become the easiest thing to deal with, because they are either consistently triggering AO's or wasting actions slowing down to actually get in range to fight, [/QUOTE]
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