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Why is flight considered a game breaker?
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<blockquote data-quote="Votan" data-source="post: 5190705" data-attributes="member: 18680"><p>I agree, in principle, but realize that the game world changes (radically) from a lot of fantasy worlds if you take this route. </p><p></p><p>Now this is absolutely not true in an E6 environment. In the first six levels, access to flight is limited, duration is short and the only class that can have it one command (the Sorcerer) needs to pick it as their signature spell. Getting the entire party to fly is a major accomplishment. </p><p></p><p>Where this begins to be an issue is with medium to high levels. Starting at level 15 or so (well with-in the level range of the PhB), characters can start having perfect and silent flight for hours at a time while being invisible. There are counters (True seeing has too short of a range but see invisible exists) but they can't be up all of the time. Characters sleep in alternate dimensions and cross continents with a word. </p><p></p><p>Flying in high level games is more effective than modern methods of flight. It allows hovering, turning on a dime, doesn't create lot's of noise and there is no amplification of danger if you get hit. Compare that to the closest modern technological solution (the helicopter) where hits magnify danger tremendously and it cannot sneak up on you.</p><p></p><p>Despite these disadvantages (relative to D&D flight), aircraft have transformed the nature of warfare. Large and tight formations are a thing of the past. The idea of deploying melee weapon only troops is considered only for specialized (stealth) missions. </p><p></p><p>I think a high level fantasy game would have these features as well. Everyone would carry ranged weapons. People would move thinking about cover. Large formations would be abandoned. Units without enhanced sensory gear (see invisible) would be at a tremendous disadvantage and it would need to be available to nearly everyone. </p><p></p><p>Alternatively, clever players are (literally) superheroes. One annoyed wizard can smash an army with little risk (protection from missiles, overland flight, teleport and great invisibility -- plus ranged area effect attack spells). </p><p></p><p>It is certainly doable and can be fun but it's also a pretty clear arms race. Flight is simply straight good as opposed to being an interesting option. My main issue with 3/3.5 era flight is that it is riskier to fly via mount than via spell -- if the mount is killed you fall (fast) whereas if the spell is dispelled you feather fall (automatically). This is odd to me . . .</p></blockquote><p></p>
[QUOTE="Votan, post: 5190705, member: 18680"] I agree, in principle, but realize that the game world changes (radically) from a lot of fantasy worlds if you take this route. Now this is absolutely not true in an E6 environment. In the first six levels, access to flight is limited, duration is short and the only class that can have it one command (the Sorcerer) needs to pick it as their signature spell. Getting the entire party to fly is a major accomplishment. Where this begins to be an issue is with medium to high levels. Starting at level 15 or so (well with-in the level range of the PhB), characters can start having perfect and silent flight for hours at a time while being invisible. There are counters (True seeing has too short of a range but see invisible exists) but they can't be up all of the time. Characters sleep in alternate dimensions and cross continents with a word. Flying in high level games is more effective than modern methods of flight. It allows hovering, turning on a dime, doesn't create lot's of noise and there is no amplification of danger if you get hit. Compare that to the closest modern technological solution (the helicopter) where hits magnify danger tremendously and it cannot sneak up on you. Despite these disadvantages (relative to D&D flight), aircraft have transformed the nature of warfare. Large and tight formations are a thing of the past. The idea of deploying melee weapon only troops is considered only for specialized (stealth) missions. I think a high level fantasy game would have these features as well. Everyone would carry ranged weapons. People would move thinking about cover. Large formations would be abandoned. Units without enhanced sensory gear (see invisible) would be at a tremendous disadvantage and it would need to be available to nearly everyone. Alternatively, clever players are (literally) superheroes. One annoyed wizard can smash an army with little risk (protection from missiles, overland flight, teleport and great invisibility -- plus ranged area effect attack spells). It is certainly doable and can be fun but it's also a pretty clear arms race. Flight is simply straight good as opposed to being an interesting option. My main issue with 3/3.5 era flight is that it is riskier to fly via mount than via spell -- if the mount is killed you fall (fast) whereas if the spell is dispelled you feather fall (automatically). This is odd to me . . . [/QUOTE]
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Why is flight considered a game breaker?
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