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*Pathfinder & Starfinder
The Flight Topic.
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<blockquote data-quote="Mishihari Lord" data-source="post: 5963041" data-attributes="member: 128"><p>I'm torn on flying. On the one hand it's COOL. On the other hand it causes so many problems. No more climbing challenges. No more travel adventures when you can fly right over. Wizards hover above enemies that ought to be a challenge and turn them to ash without risk. Mainly it wrecks the flavor I would like to have for low/mid level adventures.</p><p></p><p>For flight spells, I'd like to split it into two.</p><p></p><p><em>Flight</em> can be acquired at about 8th level. It has a duration of about 10 rounds. It requires concentration. You can talk or throw a rope while flying but you can't attack, cast a spell, or use a wand. Movement is 2x standard move per round, and you can only turn 45 degrees per round. If movement is stopped (e.g. there's no way to complete a flight move because of an enclosed space) you fall once you stop. Vertical motion can be 1/2x standard move upward or 2x standard move downward per round. For total weight, the flyer must be unencumbered per whatever rules are in use.</p><p></p><p><em>Advanced Flight </em> can be acquired about 18th level. It works like 1E/2E/3E flight and has a long duration.</p><p></p><p><em>Flight</em> above answers most of the problems I see with mid-level flying while still being pretty cool. By the time you get <em>Advanced Flight </em> it probably doesn't trivialize any challenges that aren't already trivialized by other spells.</p><p></p><p>I'm also a big fan of flying ships, but that's a different topic entirely.</p></blockquote><p></p>
[QUOTE="Mishihari Lord, post: 5963041, member: 128"] I'm torn on flying. On the one hand it's COOL. On the other hand it causes so many problems. No more climbing challenges. No more travel adventures when you can fly right over. Wizards hover above enemies that ought to be a challenge and turn them to ash without risk. Mainly it wrecks the flavor I would like to have for low/mid level adventures. For flight spells, I'd like to split it into two. [I]Flight[/I] can be acquired at about 8th level. It has a duration of about 10 rounds. It requires concentration. You can talk or throw a rope while flying but you can't attack, cast a spell, or use a wand. Movement is 2x standard move per round, and you can only turn 45 degrees per round. If movement is stopped (e.g. there's no way to complete a flight move because of an enclosed space) you fall once you stop. Vertical motion can be 1/2x standard move upward or 2x standard move downward per round. For total weight, the flyer must be unencumbered per whatever rules are in use. [I]Advanced Flight [/I] can be acquired about 18th level. It works like 1E/2E/3E flight and has a long duration. [I]Flight[/I] above answers most of the problems I see with mid-level flying while still being pretty cool. By the time you get [I]Advanced Flight [/I] it probably doesn't trivialize any challenges that aren't already trivialized by other spells. I'm also a big fan of flying ships, but that's a different topic entirely. [/QUOTE]
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