Which the party members who CAN'T fly have to sit out, because, well, they can't get to them.I often hear of game breaking abilities being used in games. Stuff like open ended abilities, vague interpretations and clarifications, or even bizarre combination's of rules that create monstrosities. But there is one ability that leaves me scratching my head whenever I hear it being sited as a game breaker. That ability is flying.
I cannot fathom how people have difficulties with flying, unless for some reason the GM only uses ground-bound melee-only brutes with the mental capacity of an angry chihuahua in wide open featureless planes. It's not like you can't have encounters, puzzles, traps, and even entire "dungeons" in the sky.
So, flight isn't a problem when it can't be used?Or just have them indoors or under a canopy with a limited ceiling height.
If the flying character has range penalties for their weapons, this can work. If not, then they can just use the same weapons, and stay out of range.Heck, even a few bows or a good old fashioned rock can help get things going in the right direction.
Changing the game completely, to accommodate something only one player likely wants? It's a big ask.Is it adapting the metagame that leaves people in a fluster?
Flying=auto-win vs. encounters other people have to invest resources into. Flying needs to get much more expensive.Are people put off over climbing and jumping skills not being good enough?
Depends on the group, but a lot of the time, yes.Are the rules too much of a headache to keep track of?
Meh, overland flight's not that bad. It's bad in some ways (it trivialises challenges for the flying character that are significant for the other characters) but it's very easily limited. And, if you're not using it in fights, doesn't need special measures to control.Is getting from point A to point B without having to get tangled up in the bushes some sort of deal breaker?
Same reason having a character who can walk through walls, and burrow into and out of floors can be a problem.Really, why is flying a problem?
That's my main problem with it. It's not tactical. Fly isn't a game breaker.I think that if you run enough superhero games, flying seems like a trivial problem.
i thought the flying issue was why monsters lived in dungeons in fantasy worlds rather than in castles/keeps and above ground?
if you take away flying cos it makes the game tricky, it then makes living in dark grimy dungeons plain silly, when most monsters would live outside. Creatures would live in walled compounds as their is no gunpowder either!!
i think the issue is that flying doesnt fit the 4e rules very well (where everything is assumed to be on a flattish, battlemat)
I am an infinitely bigger fan of balancing flight than of forbidding flight. It's a key part of the fantasy genre (pegasus, giant eagles, flying witches, airships, bird-people), and to get rid of it seems shortsighted to me.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.