This thread is about how do you what flight to be handled in D&D Next/5E and your view on the special ability.
1) About when do you want Fly to show up in spell lists: low level, high level, or epic?
2) When do you want Long term Flight spells and magic items to be suggested to appear (if at all)?
3) What is your preferred balancing factor for Fly spell (control, duration, speed, maneuverability, action economy)?
4) Should Flight Magic even have a natural drawback?
5) Should maneuverability return?
6) How much should the DMG discuss and provide information on dealing with flight (wind charts and effect, falling rules, flight skill checks)?
7) Should the game encourage mundane tactics to combat hostile fliers or should it just encourage DMs to hand out flight or don't use flight?
8) Mundane flight in core (war balloons, gliders, airships, and planes)?
My answers:
1) Late. Double digits. Fly changes the game a lot. The key feature of high level should be PC flight.
2) Epic. Epic should be when you have "Nonchalant Flight".
3) Maneuverability and duration. By having flight spells with different ratings and lengths, you can separate combat flight, travel flight, and utility flight..
4) No. No magic stripping clumsiness or dangerous mass loss.
5) Yes.
6) Since this game has many flying iconic enemies and flight does affect the game greatly, the DMG should contain information for hindering, strengthening and limiting flight and dealing with flying enemies.
7) The core game should contain items like nets and bolas. I prefer if there are strong way to take down fliers but I don''t want them too silly or weak that player feel they need fight. If it can't be done, just load the book with flight items.
8) It should be the the back of the DMG somewhere. No Core but there from the start.
1) About when do you want Fly to show up in spell lists: low level, high level, or epic?
2) When do you want Long term Flight spells and magic items to be suggested to appear (if at all)?
3) What is your preferred balancing factor for Fly spell (control, duration, speed, maneuverability, action economy)?
4) Should Flight Magic even have a natural drawback?
5) Should maneuverability return?
6) How much should the DMG discuss and provide information on dealing with flight (wind charts and effect, falling rules, flight skill checks)?
7) Should the game encourage mundane tactics to combat hostile fliers or should it just encourage DMs to hand out flight or don't use flight?
8) Mundane flight in core (war balloons, gliders, airships, and planes)?
My answers:
1) Late. Double digits. Fly changes the game a lot. The key feature of high level should be PC flight.
2) Epic. Epic should be when you have "Nonchalant Flight".
3) Maneuverability and duration. By having flight spells with different ratings and lengths, you can separate combat flight, travel flight, and utility flight..
4) No. No magic stripping clumsiness or dangerous mass loss.
5) Yes.
6) Since this game has many flying iconic enemies and flight does affect the game greatly, the DMG should contain information for hindering, strengthening and limiting flight and dealing with flying enemies.
7) The core game should contain items like nets and bolas. I prefer if there are strong way to take down fliers but I don''t want them too silly or weak that player feel they need fight. If it can't be done, just load the book with flight items.
8) It should be the the back of the DMG somewhere. No Core but there from the start.