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Why is flight considered a game breaker?
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<blockquote data-quote="Dausuul" data-source="post: 5191439" data-attributes="member: 58197"><p>For the combat aspects of flight, I think I would focus on requiring Balance checks (or Fly checks if you want to make it a distinct skill) to not fall under various circumstances:</p><p></p><ul> <li data-xf-list-type="ul">When you take damage (DC of check based on amount of damage taken).</li> <li data-xf-list-type="ul">When you cast a spell (DC dependent on spell level).</li> <li data-xf-list-type="ul">When you make an attack (DC might be fixed in 3E; in 4E, DC would depend on the level of the attack power).</li> </ul><p>Then eliminate <em>feather fall</em>. Now, not only is falling a distinct possibility when using flight in a combat situation, but if you want to fly high enough to evade enemy ranged attacks, you're risking death or severe injury if you miss a check and fall.</p><p></p><p>To address the non-combat issues (the "+100 to Stealth, Climb, and Jump" problem): Have all forms of flight available to PCs involve wings. If you cast a <em>fly</em> spell, you don't fly like Superman; you sprout wings instead. Then impose the following restrictions on winged flight:</p><p></p><ul> <li data-xf-list-type="ul">It's noisy. Stealth checks are impossible while flying. Maybe while gliding.</li> <li data-xf-list-type="ul">It requires room. A non-flying creature that sprouts wings goes up one size category.</li> <li data-xf-list-type="ul">No hovering. In general, I avoid imposing complicated restrictions on flight - it makes combat too much hassle - but I think this one is manageable: You have to move your speed horizontally every round while airborne (end the round [speed] squares away from where you started), or you fall.</li> <li data-xf-list-type="ul">As others have suggested, cut all your carried weight limits (light encumbrance, heavy encumbrance, max load, whatever) to one-quarter normal while flying.</li> </ul></blockquote><p></p>
[QUOTE="Dausuul, post: 5191439, member: 58197"] For the combat aspects of flight, I think I would focus on requiring Balance checks (or Fly checks if you want to make it a distinct skill) to not fall under various circumstances: [LIST] [*]When you take damage (DC of check based on amount of damage taken). [*]When you cast a spell (DC dependent on spell level). [*]When you make an attack (DC might be fixed in 3E; in 4E, DC would depend on the level of the attack power). [/LIST] Then eliminate [I]feather fall[/I]. Now, not only is falling a distinct possibility when using flight in a combat situation, but if you want to fly high enough to evade enemy ranged attacks, you're risking death or severe injury if you miss a check and fall. To address the non-combat issues (the "+100 to Stealth, Climb, and Jump" problem): Have all forms of flight available to PCs involve wings. If you cast a [I]fly[/I] spell, you don't fly like Superman; you sprout wings instead. Then impose the following restrictions on winged flight: [LIST] [*]It's noisy. Stealth checks are impossible while flying. Maybe while gliding. [*]It requires room. A non-flying creature that sprouts wings goes up one size category. [*]No hovering. In general, I avoid imposing complicated restrictions on flight - it makes combat too much hassle - but I think this one is manageable: You have to move your speed horizontally every round while airborne (end the round [speed] squares away from where you started), or you fall. [*]As others have suggested, cut all your carried weight limits (light encumbrance, heavy encumbrance, max load, whatever) to one-quarter normal while flying. [/LIST] [/QUOTE]
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Why is flight considered a game breaker?
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