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Why is flight considered a game breaker?
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<blockquote data-quote="Votan" data-source="post: 5192248" data-attributes="member: 18680"><p>To each their own. </p><p></p><p>I'm not sure where the "character is dead issue" comes from unless the player is a) flying at a great height and b) doesn't expend resources planning for a fall. A 10th level mage shouldn't be a in a great deal of trouble taking 10d6 damage, for example. WIth a range of 100 + 10 feet per level, it's hard to get above 100' feet of falling damage unless you are directly below the wizard. </p><p></p><p>Now, if the reason is that the player is standing off opponents that could never have been defeated in melee, the standard version is just as bad (except that they take fewer hit points on the way down). </p><p></p><p>The idea is to introduce an element of risk into a repetitive tactic. It also aligns the risks closer to that of a flying mount as the classic trick now to to kill the hippogriff and not the rider. Dispel magic requires a caster level check to work, has a range, and doesn't do anything worse than with a mount. </p><p></p><p>I don't think that having a counter to a spell that is dangerous is any worse than current spells -- reciprocal gyre appears to exist partially to introduce risk to heavy buffers. How is this different?</p></blockquote><p></p>
[QUOTE="Votan, post: 5192248, member: 18680"] To each their own. I'm not sure where the "character is dead issue" comes from unless the player is a) flying at a great height and b) doesn't expend resources planning for a fall. A 10th level mage shouldn't be a in a great deal of trouble taking 10d6 damage, for example. WIth a range of 100 + 10 feet per level, it's hard to get above 100' feet of falling damage unless you are directly below the wizard. Now, if the reason is that the player is standing off opponents that could never have been defeated in melee, the standard version is just as bad (except that they take fewer hit points on the way down). The idea is to introduce an element of risk into a repetitive tactic. It also aligns the risks closer to that of a flying mount as the classic trick now to to kill the hippogriff and not the rider. Dispel magic requires a caster level check to work, has a range, and doesn't do anything worse than with a mount. I don't think that having a counter to a spell that is dangerous is any worse than current spells -- reciprocal gyre appears to exist partially to introduce risk to heavy buffers. How is this different? [/QUOTE]
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Why is flight considered a game breaker?
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