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*Pathfinder & Starfinder
The Flight Topic.
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<blockquote data-quote="Minigiant" data-source="post: 5962629" data-attributes="member: 63508"><p>This thread is about how do you what flight to be handled in D&D Next/5E and your view on the special ability.</p><p><strong></strong></p><p><strong>1) About when do you want Fly to show up in spell lists: low level, high level, or epic?</strong></p><p><strong></strong></p><p><strong>2) When do you want Long term Flight spells and magic items to be suggested to appear (if at all)?</strong> <strong></strong></p><p><strong></strong></p><p><strong>3) What is your preferred balancing factor for Fly spell (control, duration, speed, maneuverability, action economy)? </strong> <strong></strong></p><p><strong></strong></p><p><strong>4) Should Flight Magic even have a natural drawback?</strong> <strong></strong></p><p><strong></strong></p><p><strong>5) Should maneuverability return?</strong> <strong></strong></p><p><strong></strong></p><p><strong>6) How much should the DMG discuss and provide information on dealing with flight (wind charts and effect, falling rules, flight skill checks)?</strong> <strong></strong></p><p><strong></strong></p><p><strong>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?</strong></p><p><strong></strong></p><p><strong>8)</strong> <strong>Mundane flight in core (war balloons, gliders, airships, and planes)?</strong></p><p><strong></strong> </p><p></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 10px">My answers:</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 10px">1) Late. Double digits. Fly changes the game a lot. The key feature of high level should be PC flight.</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 10px">2) Epic. Epic should be when you have "Nonchalant Flight". </span></span><span style="font-family: 'Times New Roman'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 10px">3) Maneuverability and duration. By having flight spells with different ratings and lengths, you can separate combat flight, travel flight, and utility flight.. </span></span><span style="font-family: 'Times New Roman'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 10px">4) No. No magic stripping clumsiness or dangerous mass loss. </span></span><span style="font-family: 'Times New Roman'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 10px">5) Yes. </span></span><span style="font-family: 'Times New Roman'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 10px">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. </span></span><span style="font-family: 'Times New Roman'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 10px"></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 10px">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 </span></span><span style="font-family: 'Arial Black'"><span style="font-size: 10px"><span style="font-family: 'Times New Roman'"><em>need</em> fight. If it can't be done, just load the book with flight items.</span></span></span></p><p><span style="font-family: 'Arial Black'"><span style="font-size: 10px"><span style="font-family: 'Times New Roman'"></span></span></span></p><p><span style="font-family: 'Arial Black'"><span style="font-size: 10px"><span style="font-family: 'Times New Roman'">8) It should be the the back of the DMG somewhere. No Core but there from the start.</span></span></span></p><p><span style="font-family: 'Arial Black'"><span style="font-size: 10px"></span></span></p></blockquote><p></p>
[QUOTE="Minigiant, post: 5962629, member: 63508"] This thread is about how do you what flight to be handled in D&D Next/5E and your view on the special ability. [B] 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)?[/B] [B] 3) What is your preferred balancing factor for Fly spell (control, duration, speed, maneuverability, action economy)? [/B] [B] 4) Should Flight Magic even have a natural drawback?[/B] [B] 5) Should maneuverability return?[/B] [B] 6) How much should the DMG discuss and provide information on dealing with flight (wind charts and effect, falling rules, flight skill checks)?[/B] [B] 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)[/B] [B]Mundane flight in core (war balloons, gliders, airships, and planes)? [/B] [FONT=Times New Roman][SIZE=2]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". [/SIZE][/FONT][FONT=Times New Roman][SIZE=2] 3) Maneuverability and duration. By having flight spells with different ratings and lengths, you can separate combat flight, travel flight, and utility flight.. [/SIZE][/FONT][FONT=Times New Roman][SIZE=2] 4) No. No magic stripping clumsiness or dangerous mass loss. [/SIZE][/FONT][FONT=Times New Roman][SIZE=2] 5) Yes. [/SIZE][/FONT][FONT=Times New Roman][SIZE=2] 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. [/SIZE][/FONT][FONT=Times New Roman][SIZE=2] 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 [/SIZE][/FONT][FONT=Arial Black][SIZE=2][FONT=Times New Roman][I]need[/I] 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.[/FONT] [/SIZE][/FONT] [/QUOTE]
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