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Why is flight considered a game breaker?
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<blockquote data-quote="amerigoV" data-source="post: 5188248"><p>To me, this just falls into the catagory game mastery and understanding your PCs. Every few levels in D&D PCs have access to abilities that change the game. I can only talk D&D 3.5 here, but the game evolves into a new style of play about every 5 levels. Spells like Invisibility and Web are the first pain, then Fly, then Divination type spells, then Teleport, then eventually Wish and Miracle. You could have this same conversation about any of these spells. Being on top of what spells are accessible* at that level helps you then build better adventures.</p><p></p><p>* Clerics/Druids can be a real PITA here when you allow stuff like Spell Compendium in play - so many spells the DM has to be at least familiary with is a negative for 3.5 over 4e in my opinion.</p><p></p><p>And it does not have to be magic. Heck I remember one of my DMs being flustered because my barbarian got some pretty sweet defensive abilities - it was hard to flank/catch him flat footed once he got up a enough levels.</p><p></p><p>Monte Cook had a great write-up about this for his Demon God's Fane module. It was an early high level module available under 3.0. He gave some great advice on how to build encounters assuming PCs had availability to certain things (in that particular case - divination magic - a L13 or so module starting with a murder mystery). He did not set it up to NERF, but to take those problematic abilities and require them to be used to further the plot.</p><p></p><p>On flying specifically - its not much of a problem. In a world of magic, one has to assume that Invisibility and Fly are available after awhile. Invisibility Purge and a few good archers with See Invisibility makes airborne attackers more wary. </p><p></p><p>I do not agree with the idea that ground base creatures are 'eliminated' by flying PCs. If that were true, then we would only have an Air Force in RL. I believe we still have a pretty robust set of ground forces despite some pretty advance flight capabilities. Also, we lost a war to a country in which we had complete air supiority (Viet Nam). Flight is powerful, but it can be countered tactically and strategically. Brutes and such many not be able to attack the airborne, but they can sure has hell take cover. If the Brutes got what you want, then you will eventually have to come to them.</p></blockquote><p></p>
[QUOTE="amerigoV, post: 5188248"] To me, this just falls into the catagory game mastery and understanding your PCs. Every few levels in D&D PCs have access to abilities that change the game. I can only talk D&D 3.5 here, but the game evolves into a new style of play about every 5 levels. Spells like Invisibility and Web are the first pain, then Fly, then Divination type spells, then Teleport, then eventually Wish and Miracle. You could have this same conversation about any of these spells. Being on top of what spells are accessible* at that level helps you then build better adventures. * Clerics/Druids can be a real PITA here when you allow stuff like Spell Compendium in play - so many spells the DM has to be at least familiary with is a negative for 3.5 over 4e in my opinion. And it does not have to be magic. Heck I remember one of my DMs being flustered because my barbarian got some pretty sweet defensive abilities - it was hard to flank/catch him flat footed once he got up a enough levels. Monte Cook had a great write-up about this for his Demon God's Fane module. It was an early high level module available under 3.0. He gave some great advice on how to build encounters assuming PCs had availability to certain things (in that particular case - divination magic - a L13 or so module starting with a murder mystery). He did not set it up to NERF, but to take those problematic abilities and require them to be used to further the plot. On flying specifically - its not much of a problem. In a world of magic, one has to assume that Invisibility and Fly are available after awhile. Invisibility Purge and a few good archers with See Invisibility makes airborne attackers more wary. I do not agree with the idea that ground base creatures are 'eliminated' by flying PCs. If that were true, then we would only have an Air Force in RL. I believe we still have a pretty robust set of ground forces despite some pretty advance flight capabilities. Also, we lost a war to a country in which we had complete air supiority (Viet Nam). Flight is powerful, but it can be countered tactically and strategically. Brutes and such many not be able to attack the airborne, but they can sure has hell take cover. If the Brutes got what you want, then you will eventually have to come to them. [/QUOTE]
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Why is flight considered a game breaker?
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