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Why is flight considered a game breaker?
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<blockquote data-quote="Votan" data-source="post: 5189581" data-attributes="member: 18680"><p>I like the point about maneaverability and falling. One of the balances of flight in more realistic setting is that it is loud (think planes but even birds aren't silent) and it's dangerous to be hit int he air. Fligth would still be a useful ability if it was noisy, could be dispelled and if you could lose control of it after a hit from a ranged weapon. </p><p></p><p>This would not break most fantasy tropes but would make the decision to fly in battle more of a trade-off.</p><p></p><p>The same is often true of teleport. If teleport works like the tardis (noisy as it arrives), requires knowledge of the target, can go wrong (see 1E teleport where there was always a 1% risk of death) and takes time to cast (say one minute) then it's a lot harder to abuse.</p><p></p><p>Alternatively, if you can teleport a maximum of 100 feet it doesn't matter if it is just a move action or not. <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>The key to these abilities is that they have drawbacks. If you don't want to include drawbacks then the only option is assume that there has been an arms race already and nobody is left who isn't actively countering these abilities (modern soldiers, for example, all assume that opponents have nasty ranged weapons and develop their tactics as needed). It's a different sort of game but might be fun in it's own way . . .</p></blockquote><p></p>
[QUOTE="Votan, post: 5189581, member: 18680"] I like the point about maneaverability and falling. One of the balances of flight in more realistic setting is that it is loud (think planes but even birds aren't silent) and it's dangerous to be hit int he air. Fligth would still be a useful ability if it was noisy, could be dispelled and if you could lose control of it after a hit from a ranged weapon. This would not break most fantasy tropes but would make the decision to fly in battle more of a trade-off. The same is often true of teleport. If teleport works like the tardis (noisy as it arrives), requires knowledge of the target, can go wrong (see 1E teleport where there was always a 1% risk of death) and takes time to cast (say one minute) then it's a lot harder to abuse. Alternatively, if you can teleport a maximum of 100 feet it doesn't matter if it is just a move action or not. :) The key to these abilities is that they have drawbacks. If you don't want to include drawbacks then the only option is assume that there has been an arms race already and nobody is left who isn't actively countering these abilities (modern soldiers, for example, all assume that opponents have nasty ranged weapons and develop their tactics as needed). It's a different sort of game but might be fun in it's own way . . . [/QUOTE]
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Why is flight considered a game breaker?
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