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Why is flight considered a game breaker?
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<blockquote data-quote="Celebrim" data-source="post: 5189308" data-attributes="member: 4937"><p>Indeed.</p><p></p><p>Flight combined with melee is usually a disadvantage unless the melee attacher has perfect manueverability. Flight+melee tends to be very ineffective because manueverability restrictions tend to limit you to attacking only every 3-4 rounds, during which time the foe can pummel you with ranged weapons.</p><p></p><p>However, while I agree that the combat problem comes with the absolute advantage of flight + ranged in an open environment, too little focus is given to the utility of magical flight relative to the alternatives like climb, balance, jump, move silently, and even (at times) trap finding. One of the easiest ways to demonstrate this is to run ToH with a party that can't fly and one that can. A flying party renders the problem solving in probably 75% of ToH trivial. You just don't even set off the traps, and the only reason that the flying party is likely to die is the overconfidence such a strategy tends to cultivate. Which incidently is one of my main problems with flight and its ilk - it a crutch and players that depend on it tend to be helpless when its removed because they aren't used to problem solving. Flight is effectively a very large blunt instrument for dealing with problems.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5189308, member: 4937"] Indeed. Flight combined with melee is usually a disadvantage unless the melee attacher has perfect manueverability. Flight+melee tends to be very ineffective because manueverability restrictions tend to limit you to attacking only every 3-4 rounds, during which time the foe can pummel you with ranged weapons. However, while I agree that the combat problem comes with the absolute advantage of flight + ranged in an open environment, too little focus is given to the utility of magical flight relative to the alternatives like climb, balance, jump, move silently, and even (at times) trap finding. One of the easiest ways to demonstrate this is to run ToH with a party that can't fly and one that can. A flying party renders the problem solving in probably 75% of ToH trivial. You just don't even set off the traps, and the only reason that the flying party is likely to die is the overconfidence such a strategy tends to cultivate. Which incidently is one of my main problems with flight and its ilk - it a crutch and players that depend on it tend to be helpless when its removed because they aren't used to problem solving. Flight is effectively a very large blunt instrument for dealing with problems. [/QUOTE]
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Why is flight considered a game breaker?
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