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Why is flight considered a game breaker?
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<blockquote data-quote="MrMyth" data-source="post: 5188154" data-attributes="member: 61155"><p>Much of this has already been covered, but to offer a couple thoughts: </p><p> </p><p>I first saw this in action in Living Greyhawk. The group I often saw in action was almost entirely ranged - a cleric, a wizard, 2 rangers and 2 rogues. And thus, they all decided to invest in flying bucklers and other items that gave them flight for relatively cheap. </p><p> </p><p>The RPGA is not an environment where the DM can customize every encounter to the party. Which meant many fights involved the party just flying 40' into the air, and nuking the battlefield at their leisure. </p><p> </p><p>So that is one problem with 'game breakers' - they don't adapt well to standardized environments where everyone is supposed to be on even footing. (No pun intended.)</p><p> </p><p>The other issue is that of limits. Yes, if I have a party that entirely flies, I can design adventures specifically for them. But it means I can <em>never</em> have a ground based encounter. <em>Never</em> have a pit or chasm for them to deal with. Every enemy needs to be able to adapt to their fighting style, or be completely useless. </p><p> </p><p>Even more dangerous - what if only 1 or 2 PCs can fly? I not have a much harder time balancing obstacles and threats. Will those PCs trivialize things? Will putting something in place to challenge them become too dangerous to the land-bound PCs?</p><p> </p><p>Flight isn't the end of the world. But in the game I'm running, one PC can indeed fly, and it is often a hassle when he does something unexpected that undermines an encounter or challenge. I don't begrudge him that - he gets to feel awesome about it - but it definitely shows itself as a very strong ability, particularly because he has it all day long without any limitations.</p></blockquote><p></p>
[QUOTE="MrMyth, post: 5188154, member: 61155"] Much of this has already been covered, but to offer a couple thoughts: I first saw this in action in Living Greyhawk. The group I often saw in action was almost entirely ranged - a cleric, a wizard, 2 rangers and 2 rogues. And thus, they all decided to invest in flying bucklers and other items that gave them flight for relatively cheap. The RPGA is not an environment where the DM can customize every encounter to the party. Which meant many fights involved the party just flying 40' into the air, and nuking the battlefield at their leisure. So that is one problem with 'game breakers' - they don't adapt well to standardized environments where everyone is supposed to be on even footing. (No pun intended.) The other issue is that of limits. Yes, if I have a party that entirely flies, I can design adventures specifically for them. But it means I can [I]never[/I] have a ground based encounter. [I]Never[/I] have a pit or chasm for them to deal with. Every enemy needs to be able to adapt to their fighting style, or be completely useless. Even more dangerous - what if only 1 or 2 PCs can fly? I not have a much harder time balancing obstacles and threats. Will those PCs trivialize things? Will putting something in place to challenge them become too dangerous to the land-bound PCs? Flight isn't the end of the world. But in the game I'm running, one PC can indeed fly, and it is often a hassle when he does something unexpected that undermines an encounter or challenge. I don't begrudge him that - he gets to feel awesome about it - but it definitely shows itself as a very strong ability, particularly because he has it all day long without any limitations. [/QUOTE]
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Why is flight considered a game breaker?
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