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Why is flight considered a game breaker?
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<blockquote data-quote="Kingreaper" data-source="post: 5188100" data-attributes="member: 83870"><p>Which the party members who CAN'T fly have to sit out, because, well, they can't get to them.</p><p></p><p> </p><p>So, flight isn't a problem when it can't be used?</p><p></p><p>Well, that was obvious.</p><p></p><p> 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.</p><p></p><p>Note: Giving flying characters range penalties for their weapons makes perfect sense, because flying means you can't steady yourself. In fact, that's something I'll probably include if I ever make a homebrew that includes flying.</p><p></p><p>Actually, it could be an elegant solution to allow flight in pre-existing games.</p><p></p><p></p><p>Changing the game completely, to accommodate something only one player likely wants? It's a big ask.</p><p></p><p></p><p>Flying=auto-win vs. encounters other people have to invest resources into. Flying needs to get much more expensive.</p><p></p><p></p><p>Depends on the group, but a lot of the time, yes.</p><p></p><p>Flying during combat takes a lot of extra tracking. Instead of 2d tracking on a battlemap, you now have 3d tracking.</p><p></p><p></p><p>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.</p><p></p><p>Same reason having a character who can walk through walls, and burrow into and out of floors can be a problem.</p></blockquote><p></p>
[QUOTE="Kingreaper, post: 5188100, member: 83870"] Which the party members who CAN'T fly have to sit out, because, well, they can't get to them. So, flight isn't a problem when it can't be used? Well, that was obvious. 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. Note: Giving flying characters range penalties for their weapons makes perfect sense, because flying means you can't steady yourself. In fact, that's something I'll probably include if I ever make a homebrew that includes flying. Actually, it could be an elegant solution to allow flight in pre-existing games. Changing the game completely, to accommodate something only one player likely wants? It's a big ask. Flying=auto-win vs. encounters other people have to invest resources into. Flying needs to get much more expensive. Depends on the group, but a lot of the time, yes. Flying during combat takes a lot of extra tracking. Instead of 2d tracking on a battlemap, you now have 3d tracking. 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. Same reason having a character who can walk through walls, and burrow into and out of floors can be a problem. [/QUOTE]
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Why is flight considered a game breaker?
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