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Survey Launch | Player's Handbook Playtest 5 | Unearthed Arcana | D&D
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<blockquote data-quote="Justice and Rule" data-source="post: 9032424" data-attributes="member: 6778210"><p>Let's not put words in my mouth. I think there's something to say about making flying feel at least a bit different because not all flight types are the same. The examples that [USER=93670]@tetrasodium[/USER] has in that 3E chart kind of nails how different things should fly differently and how to do that. Sometimes putting rules on things adds options rather than removes them because it means that you don't just need to use one tool for everything.</p><p></p><p></p><p></p><p>But why if it doesn't actually benefit you? It's not that you force the rules to make iconic moments, but have the rules push things to feel like they should: dragons do big straight passes because that's how flight works, not just because "Well, the GM wants it to look like that". If the mechanics aren't making things do what you'd expect, that feels like it's a bad thing, just like having s&@#y underpowered fighters.</p><p></p><p></p><p></p><p>I mean, I feel like a lot of 5E monsters should be redesigned <em>in general</em>, so I don't see the disadvantage. Putting more detail into flying means that you can create different kinds of tactics so that different kinds of creatures feel differently when they move around via flight, rather than just being walking in the air. I think that's kind of cool and interesting rather than a hindrance, but I also prefer a rules set that is a bit more crunchy. To me, the gain is to actually get some definition in how the monsters work and allows you to create differences in that space where there were none.</p></blockquote><p></p>
[QUOTE="Justice and Rule, post: 9032424, member: 6778210"] Let's not put words in my mouth. I think there's something to say about making flying feel at least a bit different because not all flight types are the same. The examples that [USER=93670]@tetrasodium[/USER] has in that 3E chart kind of nails how different things should fly differently and how to do that. Sometimes putting rules on things adds options rather than removes them because it means that you don't just need to use one tool for everything. But why if it doesn't actually benefit you? It's not that you force the rules to make iconic moments, but have the rules push things to feel like they should: dragons do big straight passes because that's how flight works, not just because "Well, the GM wants it to look like that". If the mechanics aren't making things do what you'd expect, that feels like it's a bad thing, just like having s&@#y underpowered fighters. I mean, I feel like a lot of 5E monsters should be redesigned [I]in general[/I], so I don't see the disadvantage. Putting more detail into flying means that you can create different kinds of tactics so that different kinds of creatures feel differently when they move around via flight, rather than just being walking in the air. I think that's kind of cool and interesting rather than a hindrance, but I also prefer a rules set that is a bit more crunchy. To me, the gain is to actually get some definition in how the monsters work and allows you to create differences in that space where there were none. [/QUOTE]
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