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<blockquote data-quote="slobo777" data-source="post: 5962667" data-attributes="member: 6694877"><p>1) About when do you want Fly to show up in spell lists: low level, high level, or epic?</p><p></p><p>High level. Otherwise it auto-solves too many interesting scenarios</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></p><p>Spells never, I don't like D&D-as-Marvel that this brings to mind. Provided there's some device, skill or constraint that fits with fantasy setting (broomsticks, flying carpets, riding a dragon, Monkey's cloud) then this has right feel for me.</p><p></p><p>3) What is your preferred balancing factor for Fly spell (control, duration, speed, maneuverability, action economy)? </p><p></p><p>Don't have a preferred one, happy to leave this in the hands of the designers. I simply expect lower-level access to flight to come with more constraints.</p><p> </p><p>4) Should Flight Magic even have a natural drawback? </p><p></p><p>Yes, as above it should have constraints in the mechanics that prevent it feeling like a supers game.</p><p> </p><p>5) Should maneuverability return? </p><p></p><p>Not as it is in AD&D or 3E, that's far too complex, epsecially if I have to DM a few flying bad guys. I like 4E's "clumsy flight" and "overland flight", and the benefits of having "hover". Perhaps add a couple more traits, or something in-between "clumsy" and "normal"</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></p><p>If base rules cannot fit on a single page, like "mounted combat", then the discussion has gone too far. Don't want 3E's flight, nor something as complex as its grapple rules,</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></p><p>Yes there should be workable options to help non-flying PCs (especially those normally suited to melee combat) deal with flying bad guys. It should require some thought and/or teamwork, and maybe some improvising, but dragons strafing PCs at max range would become dull the second time (might be fun a first time just to give the PCs a taste of what they are up against)</p><p></p><p>8) Mundane flight in core (war balloons, gliders, airships, and planes)?</p><p></p><p>Definitely optional material, or setting-specific.</p><p></p><p>There could/should be a setting available with lots of flight (and some additional flight rules that add to the aerial "feel" of it), but I don't need WotC to publish that any time soon for things <em>I</em> want to do.</p></blockquote><p></p>
[QUOTE="slobo777, post: 5962667, member: 6694877"] 1) About when do you want Fly to show up in spell lists: low level, high level, or epic? High level. Otherwise it auto-solves too many interesting scenarios 2) When do you want Long term Flight spells and magic items to be suggested to appear (if at all)? Spells never, I don't like D&D-as-Marvel that this brings to mind. Provided there's some device, skill or constraint that fits with fantasy setting (broomsticks, flying carpets, riding a dragon, Monkey's cloud) then this has right feel for me. 3) What is your preferred balancing factor for Fly spell (control, duration, speed, maneuverability, action economy)? Don't have a preferred one, happy to leave this in the hands of the designers. I simply expect lower-level access to flight to come with more constraints. 4) Should Flight Magic even have a natural drawback? Yes, as above it should have constraints in the mechanics that prevent it feeling like a supers game. 5) Should maneuverability return? Not as it is in AD&D or 3E, that's far too complex, epsecially if I have to DM a few flying bad guys. I like 4E's "clumsy flight" and "overland flight", and the benefits of having "hover". Perhaps add a couple more traits, or something in-between "clumsy" and "normal" 6) How much should the DMG discuss and provide information on dealing with flight (wind charts and effect, falling rules, flight skill checks)? If base rules cannot fit on a single page, like "mounted combat", then the discussion has gone too far. Don't want 3E's flight, nor something as complex as its grapple rules, 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? Yes there should be workable options to help non-flying PCs (especially those normally suited to melee combat) deal with flying bad guys. It should require some thought and/or teamwork, and maybe some improvising, but dragons strafing PCs at max range would become dull the second time (might be fun a first time just to give the PCs a taste of what they are up against) 8) Mundane flight in core (war balloons, gliders, airships, and planes)? Definitely optional material, or setting-specific. There could/should be a setting available with lots of flight (and some additional flight rules that add to the aerial "feel" of it), but I don't need WotC to publish that any time soon for things [I]I[/I] want to do. [/QUOTE]
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