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<blockquote data-quote="Ahnehnois" data-source="post: 5962638" data-attributes="member: 17106"><p>1) About when do you want Fly to show up in spell lists: low level, high level, or epic?</p><p>I'd say 5th level is the classic level at which D&D casters break through.</p><p></p><p>2) When do you want Long term Flight spells and magic items to be suggested to appear (if at all)? </p><p>That can be held off until double digits easily.</p><p></p><p>3) What is your preferred balancing factor for Fly spell (control, duration, speed, maneuverability, action economy)? </p><p>None of the above are bad. Duration is the big one though. 3.x Flight spells are too generous in this regard.</p><p></p><p>4) Should Flight Magic even have a natural drawback? </p><p>Not quite sure what you're getting at with this.</p><p></p><p>5) Should maneuverability return? </p><p>Of course. Did it leave? Seems essential.</p><p></p><p>6) How much should the DMG discuss and provide information on dealing with flight (wind charts and effect, falling rules, flight skill checks)?</p><p>The DMG should have a good section on it. Lots of monsters fly.</p><p>The 5e skill system seems to have more room for a flight-based skill.</p><p></p><p>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?</p><p>I haven't seen flight as a huge tactical issue. Cut the durations down and let the players figure out what to do when it comes up.</p><p></p><p>8) Mundane flight in core (war balloons, gliders, airships, and planes)?</p><p>Core? No. I'm sure there will be an appropriate space for magic-as-technology vehicles or stupid gnomish inventions, but let's save that for a while.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 5962638, member: 17106"] 1) About when do you want Fly to show up in spell lists: low level, high level, or epic? I'd say 5th level is the classic level at which D&D casters break through. 2) When do you want Long term Flight spells and magic items to be suggested to appear (if at all)? That can be held off until double digits easily. 3) What is your preferred balancing factor for Fly spell (control, duration, speed, maneuverability, action economy)? None of the above are bad. Duration is the big one though. 3.x Flight spells are too generous in this regard. 4) Should Flight Magic even have a natural drawback? Not quite sure what you're getting at with this. 5) Should maneuverability return? Of course. Did it leave? Seems essential. 6) How much should the DMG discuss and provide information on dealing with flight (wind charts and effect, falling rules, flight skill checks)? The DMG should have a good section on it. Lots of monsters fly. The 5e skill system seems to have more room for a flight-based skill. 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? I haven't seen flight as a huge tactical issue. Cut the durations down and let the players figure out what to do when it comes up. 8) Mundane flight in core (war balloons, gliders, airships, and planes)? Core? No. I'm sure there will be an appropriate space for magic-as-technology vehicles or stupid gnomish inventions, but let's save that for a while. [/QUOTE]
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