Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Why is flight considered a game breaker?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 5189299" data-attributes="member: 4937"><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>There are two basic problems with that set of statements. </p><p></p><p>First, the second sentence invalidates the first. If the only defence your Wizard has is Fly, what are invisibility, greater invisibility and mage armor?</p><p></p><p>You've contridicted yourself. </p><p></p><p>The second problem is more subtle but just as important. The problem is that one of those things you've listed is not like the others. One of those things just doesn't belong. Mage armor provides a relative advantage. It reduces the chances that you get hit. Fly and Invisibility usually - at the time that they are employed - provide absolute advantages. That is, either the foe has some way of dealing with your flight or invisibility, in which case, it provides no advantage to you, or else the foe has no way of dealing with flight or invisibility in which case it is now helpless. The problem with flight is that it is the equivalent of a spell that gave you a +100 bonus to AC vs. blunt weapons. The spell give absolute immunity on the one hand, and nothing on the other. That's IMO quite bad design. Sadly, 3e (and to a lesser extent 1e) is filled with these sorts of absolute immunities, of which flight is a relatively unegregious example. </p><p></p><p>Absolute immunities are in my opinion little fun for either the DM or the players. In the case of the players having an absolute immunity, they make problem solving trivial and tend to suppress creativity. In the case of the monsters having an absolute immunity, they tend to force one or more players to stand on the sidelines unable to effectively contribute.</p><p></p><p>While I do believe that flight and invisibility are 'undercosted' I don't believe either is inherently broken. They are reasonable tools to allow the players to have to occasionally solve problems. However, they shouldn't become skeleton keys used to solve every problem.</p><p></p><p></p><p></p><p>It should be clear from the start that I'm not talking about taking away Fly. I'm talking about scaling the availability of fly appropriately to the level of the party. At lower levels it probably should not be available to allow players the enjoyment of finding creative solutions to mundane problems. As it becomes available, it should at first be available as winged flight with poor manueverability for relatively short durations and at relatively slow speed. As the power level of the campaign increases and mundane problems (having been experienced and overcome) become less and less interesting, better and better manueverability and longer and longer durations and higher speeds become balanced both with what the rest of the party can do, and what foes are capable of countering at least to some extent. That just basic balance considerations.</p><p></p><p>And again, you contridict yourself. Have you ever heard the term, "The best defense is a good offense"? Just because your Wizard has a poor defense (which he doesn't, but hypothetically) doesn't mean he's actually weak or unbalanced or at the mercy of his foes. Incinerated foes don't represent threats.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5189299, member: 4937"] :) There are two basic problems with that set of statements. First, the second sentence invalidates the first. If the only defence your Wizard has is Fly, what are invisibility, greater invisibility and mage armor? You've contridicted yourself. The second problem is more subtle but just as important. The problem is that one of those things you've listed is not like the others. One of those things just doesn't belong. Mage armor provides a relative advantage. It reduces the chances that you get hit. Fly and Invisibility usually - at the time that they are employed - provide absolute advantages. That is, either the foe has some way of dealing with your flight or invisibility, in which case, it provides no advantage to you, or else the foe has no way of dealing with flight or invisibility in which case it is now helpless. The problem with flight is that it is the equivalent of a spell that gave you a +100 bonus to AC vs. blunt weapons. The spell give absolute immunity on the one hand, and nothing on the other. That's IMO quite bad design. Sadly, 3e (and to a lesser extent 1e) is filled with these sorts of absolute immunities, of which flight is a relatively unegregious example. Absolute immunities are in my opinion little fun for either the DM or the players. In the case of the players having an absolute immunity, they make problem solving trivial and tend to suppress creativity. In the case of the monsters having an absolute immunity, they tend to force one or more players to stand on the sidelines unable to effectively contribute. While I do believe that flight and invisibility are 'undercosted' I don't believe either is inherently broken. They are reasonable tools to allow the players to have to occasionally solve problems. However, they shouldn't become skeleton keys used to solve every problem. It should be clear from the start that I'm not talking about taking away Fly. I'm talking about scaling the availability of fly appropriately to the level of the party. At lower levels it probably should not be available to allow players the enjoyment of finding creative solutions to mundane problems. As it becomes available, it should at first be available as winged flight with poor manueverability for relatively short durations and at relatively slow speed. As the power level of the campaign increases and mundane problems (having been experienced and overcome) become less and less interesting, better and better manueverability and longer and longer durations and higher speeds become balanced both with what the rest of the party can do, and what foes are capable of countering at least to some extent. That just basic balance considerations. And again, you contridict yourself. Have you ever heard the term, "The best defense is a good offense"? Just because your Wizard has a poor defense (which he doesn't, but hypothetically) doesn't mean he's actually weak or unbalanced or at the mercy of his foes. Incinerated foes don't represent threats. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why is flight considered a game breaker?
Top