After observing the conversation in this thread I will most certainly be making adjustments to my originally practiced system. Later today, when I get home from work, I will post the edited version.
As promised: ---------------------------------
FLYING: Flying is such a demanding task that it cost you 5ft. movement to use any attacks or cast spells while flying. It cost 5ft. movement to take flight and to land. Gaining altitude (height) is considered rough terrain.
FALLING: Falling speed is 200ft per round. You take damage for any fall 15ft and above, 1d6 per 10ft. The fall damage cap at 20d6 is removed.
FEATS Streamlined Flying: You are an uncommon talent among flyers. You gain the following benefits: - Increase your Dexterity score by 1, to a maximum of 20. - As a nimble and practiced flyer it cost no movement to take flight or land. - Gaining altitude is no longer considered rough terrain. - Taking flight does not provoke opportunity attacks for the rest of the turn.
Home in the Sky: You spend most your time in the air, gaining the following benefits: - Increase your Dexterity score by 1, to a maximum of 20. - Actions and spells while flying no longer have a movement cost. - Gain +1 AC, you seem to glide across the battlefield
-------------------------------------- Intentions in edits: 1. Reduce the stress on action economy. 2. Make feats more rewarding at all levels. -------------------------------------- Sincerely,
Swimming as another form of movement also has sever limitations to it, especially from a human POV. Though these limitations are much different than my proposed flight ones... at least they are outline in published works by WotC. Something that I feel is lacking for flight and wished to address.
I might be missing something here, but the only things I could find on underwater movement and combat are found HERE and HERE and with the exception of the ranged attacks "penalty" (auto-miss beyond max range) and deep water environmental dangers (which also mentions high altitude having similar effects), everything else does not affect creatures with Swimming speed.
So, if I may ask, why should a creature with Flying speed (bet it natural or magical in origin) be less effective than a creature with Swimming speed?
Rollback Post to RevisionRollBack
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Despite disagreeing with the flavor text, I think that these rules are needed in order to reign in airborne races. Honestly, the Aarakocra gets BORING when no melee-centric enemies can hit them.
But it is a topic that probably needs attention, which is why I originally made the OP.
As far as the druid point, that’s valid and could result in the proposed rules of flight I posted being altered to level 8 where applicable.
——————
In terms of differentiating natural versus magical flight, just because it is at the will of thought does not remove the necessity of a thought to happen. Any athlete understands that a discipline done often enough required no managing thought processes just the initiating thoughts (ei the limitation on taking off and landing). Also it would be an incorrect assumption in my mind to assume that wind/weather would not affect magical flight (ei gaining altitude being rough terrain).
I voted no - but mostly because I have my own set of harsher rules on flight. Basically, I don't want a 3 dimensional battle map. The end. What that primarily means is that there are flight breaker arrows. They do what it sounds like - dispels flight. They're dirt cheap at the fletcher's store.
That achieves the desired result.
Rollback Post to RevisionRollBack
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
I vote no because these rules read like a solution in search of a problem. I've GMed plenty of games with flying characters and never had an actual issue with it.
Rollback Post to RevisionRollBack
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
To post a comment, please login or register a new account.
As promised:
---------------------------------
FLYING:
Flying is such a demanding task that it cost you 5ft. movement to use any attacks or cast spells while flying.
It cost 5ft. movement to take flight and to land.
Gaining altitude (height) is considered rough terrain.
FALLING:
Falling speed is 200ft per round.
You take damage for any fall 15ft and above, 1d6 per 10ft.
The fall damage cap at 20d6 is removed.
FEATS
Streamlined Flying:
You are an uncommon talent among flyers. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- As a nimble and practiced flyer it cost no movement to take flight or land.
- Gaining altitude is no longer considered rough terrain.
- Taking flight does not provoke opportunity attacks for the rest of the turn.
Home in the Sky:
You spend most your time in the air, gaining the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- Actions and spells while flying no longer have a movement cost.
- Gain +1 AC, you seem to glide across the battlefield
--------------------------------------
Intentions in edits:
1. Reduce the stress on action economy.
2. Make feats more rewarding at all levels.
--------------------------------------
Sincerely,
- Vys
I might be missing something here, but the only things I could find on underwater movement and combat are found HERE and HERE and with the exception of the ranged attacks "penalty" (auto-miss beyond max range) and deep water environmental dangers (which also mentions high altitude having similar effects), everything else does not affect creatures with Swimming speed.
So, if I may ask, why should a creature with Flying speed (bet it natural or magical in origin) be less effective than a creature with Swimming speed?
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Despite disagreeing with the flavor text, I think that these rules are needed in order to reign in airborne races. Honestly, the Aarakocra gets BORING when no melee-centric enemies can hit them.
I can see limits placed on any character changed into a flying creature for the first few times.
But after that not really.
Druids can not fly until 8th level. So why nerf them?
Magic flight is different and pretty much moves at the will of thought.
Natural flight is different and is to an extent learned but learned very rapidly and learned fully by the time any creature leaves the nest.
Whew this thread has been asleep for a long time.
But it is a topic that probably needs attention, which is why I originally made the OP.
As far as the druid point, that’s valid and could result in the proposed rules of flight I posted being altered to level 8 where applicable.
——————
In terms of differentiating natural versus magical flight, just because it is at the will of thought does not remove the necessity of a thought to happen. Any athlete understands that a discipline done often enough required no managing thought processes just the initiating thoughts (ei the limitation on taking off and landing). Also it would be an incorrect assumption in my mind to assume that wind/weather would not affect magical flight (ei gaining altitude being rough terrain).
-Vys
I voted no - but mostly because I have my own set of harsher rules on flight. Basically, I don't want a 3 dimensional battle map. The end. What that primarily means is that there are flight breaker arrows. They do what it sounds like - dispels flight. They're dirt cheap at the fletcher's store.
That achieves the desired result.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
I vote no because these rules read like a solution in search of a problem. I've GMed plenty of games with flying characters and never had an actual issue with it.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.