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<blockquote data-quote="Justice and Rule" data-source="post: 9033108" data-attributes="member: 6778210"><p>It's great that it's not a problem for you! Some people find it dull. Tastes vary. 5E right now is a game that lacks a lot of definition and I find putting different ideas onto how movement can work in different ways to be something interesting.</p><p></p><p></p><p></p><p>I'd say that the smarter way to do model that would be to have the person take an Animal Handling check to either slip to the left/right (whichever is easier) or spend their Action to stop. In fact, I'd be pretty okay with doing something like "Gallop: If the creature has moved only in a straight line, they may spend a Bonus Action to Dash as long as they continue in that straight line". That would, in fact, be a way better way of modelling something like a horse's speed, where you could maybe slow them down slightly so they don't have massive, unfettered movement but instead have really fast straight line movement if you need it.</p><p></p><p>Plus creating some guidance and such for mounts and mounted combat feels like it might actually be good given how little is there.</p><p></p><p></p><p></p><p>I mean, for certain creatures they are! Not for all, but why not let some creatures have some level of restricted flight, while others have a more open form? Also the benefit to strafing in my rules would be to actually fly through the air <em>fast</em> while attacking, compared to</p><p></p><p></p><p></p><p>Two things:</p><ol> <li data-xf-list-type="ol">The point of strafing is not "to avoid getting hit", you strafe because the mechanics of flight dictate that's how you have to attack with certain craft. Getting hit with a strafing run happens and isn't a failure as much as a possibility given how they actually work. I'm not sure how else to explain this.<br /> <br /> </li> <li data-xf-list-type="ol">The defensive part of it is the speed at which you fly past, which <strong><em>still can work. </em></strong>There's nothing that really stops you from modeling that; you could make it so flying creatures can make fast, slashing dives and get more speed because of it. You can make it more difficult to hit them as they go past if you want (I might say they count as being in Half Cover, so as to not immediately turn to Advantage/Disadvantage). There's plenty to do there <em>if you want to</em>. You just have to, you know, <em>want to</em>.</li> </ol><p></p><p></p><p>lmfao, those abilities aren't the same. Felling Strike<em> just works, </em>it doesn't require a test. Further, you can use it on any weapon, while Topple is largely restricted to weapons that aren't going to reach.</p><p></p><p>That's not to say you couldn't want a test on such a technique in 5E (Hitting is typically easier given armor values are lower, plus you get more attacks with fewer restrictions), but at the least you'd want that technique to work with weapons that could actually reach out and touch a dragon flying past beyond 15 feet in the air.</p><p></p><p></p><p></p><p>Well, the dragon would have to put distance between itself and the party. If you start doing things like allowing them more straight-line speed, that's not a hard fix: the dragon can fly in and out of range.</p><p></p><p></p><p></p><p>Uh, you really don't need a "new combat engine" for this sort of thing. Making movement more defined in 5E honestly would be an easy way to provide a bunch more definition while not actually changing how most things work. This is more about having better monster design than anything.</p><p></p><p></p><p></p><p>It doesn't need to be every monster, it just needs not be "Every monster flies the same way, just with different speeds".</p><p></p><p></p><p></p><p>I'm sorry, those are barely powers. Flyby is dull (it's applied whether you're going 60 feet or 5 feet :-\) and poorly applied to make Owls slightly different compared to Hawks.</p><p></p><p>Hover does have a limited effect, but it doesn't actually change how a creature flies, which it really <em>should</em>.</p><p></p><p></p><p></p><p>I'm sorry, but your entire argument comes off as hysterics. Talking about putting rules into flight and fitting flying animals to those rules won't change the entire rules set. And what we'd be changing are things that <em>need to be changed in 5E: <strong>monsters. </strong></em>Easily one of the weakest aspects of 5E is monster design, and creating more avenues for differences beyond hit points in monster feel.</p><p></p><p></p><p></p><p>To answer this very inane question:</p><ol> <li data-xf-list-type="ol">No, but that's not really modeled in 5E anyways.<br /> <br /> </li> <li data-xf-list-type="ol">You <strong><em>could model that easily</em></strong>, by allowing one to "Gallop" and the other not to. These are things that are eminently doable if you focus on trying rather than crying. That they haven't done things like make it so that there are "fast animals" that can use a bonus action to dash straight ahead is mind boggling.</li> </ol></blockquote><p></p>
[QUOTE="Justice and Rule, post: 9033108, member: 6778210"] It's great that it's not a problem for you! Some people find it dull. Tastes vary. 5E right now is a game that lacks a lot of definition and I find putting different ideas onto how movement can work in different ways to be something interesting. I'd say that the smarter way to do model that would be to have the person take an Animal Handling check to either slip to the left/right (whichever is easier) or spend their Action to stop. In fact, I'd be pretty okay with doing something like "Gallop: If the creature has moved only in a straight line, they may spend a Bonus Action to Dash as long as they continue in that straight line". That would, in fact, be a way better way of modelling something like a horse's speed, where you could maybe slow them down slightly so they don't have massive, unfettered movement but instead have really fast straight line movement if you need it. Plus creating some guidance and such for mounts and mounted combat feels like it might actually be good given how little is there. I mean, for certain creatures they are! Not for all, but why not let some creatures have some level of restricted flight, while others have a more open form? Also the benefit to strafing in my rules would be to actually fly through the air [I]fast[/I] while attacking, compared to Two things: [LIST=1] [*]The point of strafing is not "to avoid getting hit", you strafe because the mechanics of flight dictate that's how you have to attack with certain craft. Getting hit with a strafing run happens and isn't a failure as much as a possibility given how they actually work. I'm not sure how else to explain this. [*]The defensive part of it is the speed at which you fly past, which [B][I]still can work. [/I][/B]There's nothing that really stops you from modeling that; you could make it so flying creatures can make fast, slashing dives and get more speed because of it. You can make it more difficult to hit them as they go past if you want (I might say they count as being in Half Cover, so as to not immediately turn to Advantage/Disadvantage). There's plenty to do there [I]if you want to[/I]. You just have to, you know, [I]want to[/I]. [/LIST] lmfao, those abilities aren't the same. Felling Strike[I] just works, [/I]it doesn't require a test. Further, you can use it on any weapon, while Topple is largely restricted to weapons that aren't going to reach. That's not to say you couldn't want a test on such a technique in 5E (Hitting is typically easier given armor values are lower, plus you get more attacks with fewer restrictions), but at the least you'd want that technique to work with weapons that could actually reach out and touch a dragon flying past beyond 15 feet in the air. Well, the dragon would have to put distance between itself and the party. If you start doing things like allowing them more straight-line speed, that's not a hard fix: the dragon can fly in and out of range. Uh, you really don't need a "new combat engine" for this sort of thing. Making movement more defined in 5E honestly would be an easy way to provide a bunch more definition while not actually changing how most things work. This is more about having better monster design than anything. It doesn't need to be every monster, it just needs not be "Every monster flies the same way, just with different speeds". I'm sorry, those are barely powers. Flyby is dull (it's applied whether you're going 60 feet or 5 feet :-\) and poorly applied to make Owls slightly different compared to Hawks. Hover does have a limited effect, but it doesn't actually change how a creature flies, which it really [I]should[/I]. I'm sorry, but your entire argument comes off as hysterics. Talking about putting rules into flight and fitting flying animals to those rules won't change the entire rules set. And what we'd be changing are things that [I]need to be changed in 5E: [B]monsters. [/B][/I]Easily one of the weakest aspects of 5E is monster design, and creating more avenues for differences beyond hit points in monster feel. To answer this very inane question: [LIST=1] [*]No, but that's not really modeled in 5E anyways. [*]You [B][I]could model that easily[/I][/B], by allowing one to "Gallop" and the other not to. These are things that are eminently doable if you focus on trying rather than crying. That they haven't done things like make it so that there are "fast animals" that can use a bonus action to dash straight ahead is mind boggling. [/LIST] [/QUOTE]
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