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The Flight Topic.
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<blockquote data-quote="Lanefan" data-source="post: 5963233" data-attributes="member: 29398"><p>[MENTION=63508]Minigiant[/MENTION] asks the questions, I here give some answers</p><p></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>Low-mid level - if the game goes 1-20, 7th-ish is fine.</p><p></p><p><strong>2) When do you want Long term Flight spells and magic items to be suggested to appear (if at all)?</strong>Long-range travel spells: mid-high level - say 13th-ish on a 1-20 scale. Long-range flight via items: anytime at all. Even a very low-level party can have loads of fun with a Broom of Flying - until they break it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><strong>3) What is your preferred balancing factor for Fly spell (control, duration, speed, maneuverability, action economy)? </strong></p><p>Random duration with no warning when it is about to end, and no safety net.</p><p></p><p><strong>4) Should Flight Magic even have a natural drawback?</strong></p><p>It should vary - some flight devices, for example, might be very slow and unwieldy (huge bat wings); some might have altitude limits (won't go higher than 20' above ground); etc. Some should have no drawbacks.</p><p></p><p><strong>5) Should maneuverability return?</strong></p><p>Didn't know it had ever left.</p><p></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>Quite a bit - several pages at least. Some idea of what kind of maneuvers can be pulled off by what maneuverability class (beyond simple turns) would be really useful - *can* a Dragon pull an Immelmann or will it rip its own wings off in the attempt?</p><p></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>Neither. Just have the bit from question 6 and let each group figure it out for themselves.</p><p></p><p><strong>8)Mundane flight in core (war balloons, gliders, airships, and planes)?</strong></p><p>Balloons and airships maybe, planes no, flying castles definitely yes!</p><p></p><p>Lan-"those magnificent gnomes in their flying machines"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5963233, member: 29398"] [MENTION=63508]Minigiant[/MENTION] asks the questions, I here give some answers [B]1) About when do you want Fly to show up in spell lists: low level, high level, or epic?[/B] Low-mid level - if the game goes 1-20, 7th-ish is fine. [B]2) When do you want Long term Flight spells and magic items to be suggested to appear (if at all)?[/B]Long-range travel spells: mid-high level - say 13th-ish on a 1-20 scale. Long-range flight via items: anytime at all. Even a very low-level party can have loads of fun with a Broom of Flying - until they break it. :) [B]3) What is your preferred balancing factor for Fly spell (control, duration, speed, maneuverability, action economy)? [/B] Random duration with no warning when it is about to end, and no safety net. [B]4) Should Flight Magic even have a natural drawback?[/B] It should vary - some flight devices, for example, might be very slow and unwieldy (huge bat wings); some might have altitude limits (won't go higher than 20' above ground); etc. Some should have no drawbacks. [B]5) Should maneuverability return?[/B] Didn't know it had ever left. [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]Quite a bit - several pages at least. Some idea of what kind of maneuvers can be pulled off by what maneuverability class (beyond simple turns) would be really useful - *can* a Dragon pull an Immelmann or will it rip its own wings off in the attempt? [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?[/B]Neither. Just have the bit from question 6 and let each group figure it out for themselves. [B]8)Mundane flight in core (war balloons, gliders, airships, and planes)?[/B] Balloons and airships maybe, planes no, flying castles definitely yes! Lan-"those magnificent gnomes in their flying machines"-efan [/QUOTE]
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