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*Pathfinder & Starfinder
The Flight Topic.
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<blockquote data-quote="Aenghus" data-source="post: 5963583" data-attributes="member: 2656"><p>In a 30 level scale, levitate type effects about 5th, flight with concentration about 10th, and advanced flight about 16th, maybe 20th</p><p></p><p></p><p>about 20th/epic, as casual flight for everyone eliminates so much content.</p><p></p><p></p><p>A combination with the emphasis on action economy, definitely. Lower level flight spells should require concentration, and not permit attacks. </p><p></p><p></p><p></p><p>Flying PCs and NPCs tend to draw all missile fire to them anyway like magnets, so no.</p><p></p><p></p><p>no, the 4e version was adequate.</p><p></p><p></p><p>It should retain the 4e warning on having instantly fatal falls in adventures, which applies double to fly spells</p><p></p><p></p><p>There should be viable options for combatting flying foes so people can play the way they want to play without being over-penalised for it. Low magic games can have flying foes without flight being a PC option, and it needs to be possible to engage flying foes who are using intelligent tactics without it being suicide. </p><p></p><p>Specifically, the rules shouldn't make it super difficult to pin down flying monsters, or monsters with ranged capability become too deadly (and boring) if they use "shoot'n'scoot" tactics and idiots if they move to engage and throw away their advantage.</p><p></p><p>Providing a variety of options for engaging a particular problem, and making them all viable, with none being so good they render the others moot, is a difficult design problem.</p><p></p><p></p><p>No, this is exactly what optional modules are for.</p><p></p><p>As usual I am really opposed to catastrophic balance measures, which allow too much room for asshat refereeing, deliberate or accidental. I have often seen referees trapped by circumstances into either fudging the rules or saying "I suppose your PC plunges to their doom, then" when a fly effect is disrupted/dispelled. </p><p></p><p>To be viable in an RPG flight needs to avoid being russian roulette or an exercise in reading the referee's mind to avoid instant PC death. I'm also strongly against random durations for fly effects, and against sudden failure for fly spells. They should be fail-safe as they have been in later editions. Random durations are a callback to "gotya" style play, something I despise. Random durations I also find annoying in that they force an accurate time count for an extended period of the game.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 5963583, member: 2656"] In a 30 level scale, levitate type effects about 5th, flight with concentration about 10th, and advanced flight about 16th, maybe 20th about 20th/epic, as casual flight for everyone eliminates so much content. A combination with the emphasis on action economy, definitely. Lower level flight spells should require concentration, and not permit attacks. Flying PCs and NPCs tend to draw all missile fire to them anyway like magnets, so no. no, the 4e version was adequate. It should retain the 4e warning on having instantly fatal falls in adventures, which applies double to fly spells There should be viable options for combatting flying foes so people can play the way they want to play without being over-penalised for it. Low magic games can have flying foes without flight being a PC option, and it needs to be possible to engage flying foes who are using intelligent tactics without it being suicide. Specifically, the rules shouldn't make it super difficult to pin down flying monsters, or monsters with ranged capability become too deadly (and boring) if they use "shoot'n'scoot" tactics and idiots if they move to engage and throw away their advantage. Providing a variety of options for engaging a particular problem, and making them all viable, with none being so good they render the others moot, is a difficult design problem. No, this is exactly what optional modules are for. As usual I am really opposed to catastrophic balance measures, which allow too much room for asshat refereeing, deliberate or accidental. I have often seen referees trapped by circumstances into either fudging the rules or saying "I suppose your PC plunges to their doom, then" when a fly effect is disrupted/dispelled. To be viable in an RPG flight needs to avoid being russian roulette or an exercise in reading the referee's mind to avoid instant PC death. I'm also strongly against random durations for fly effects, and against sudden failure for fly spells. They should be fail-safe as they have been in later editions. Random durations are a callback to "gotya" style play, something I despise. Random durations I also find annoying in that they force an accurate time count for an extended period of the game. [/QUOTE]
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