This Question as one could guess was brought up when I got an Aarakocra as a Character. The issues it brought to mind were so many.. I hunted for some guidence. But not really much there.. Some attempts at Brewing.
But Not actual guidences as to the present Community Standards. - Is there a Stall speed; If not does that mean an Aarakocra can fly straight up and straight down at any speed [not; zero, No hovering? right] and remain in control. [or is the existance of the 30' diving attack feat, precedent; limitting controled "Drops" to 20'} - Is there a landing speed; can the they go any speed and land, as they can go their full 25 ground speed and finish with 25' flying. - Is there a limit controlled to climb and drop; seperate from stall speed. Could a birdman fly 10 forward and drop 40 to the ground. - If there is a Stall speed; lets say 25', would an Aarakocra flying along with others be able to bank as flying creating a two or even three square wide path possible, tripping trap or AOO during combat, in any of those squares.
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Itinerant Deputy Shire-reave Tomas Burrfoot - world walker, Raft-captain, speaker to his dead
Toddy Shelfungus- Rider of the Order of Ill Luck, Speaker to Friends of Friends, and Horribly big nosed
Jarl Archi of Jenisis Glade Fee- Noble Knight of the Dragonborn Goldcrest Clan, Sorcerer of the Noble Investigator;y; Knightly order of the Wolfhound
If you have an actual flying speed (such as the Aarakocra) there is no generalized limitation on how it is used. Specific limitations can be things like confined physical environments or DM decisions. Otherwise, you can fly straight up in the air/zip around/stay there however and as long as you'd like. As long as you're not incapacitated or restrained, you can hover as well.
There are only a handful of things that grant flight speeds with limitations... Eagle totem, storm sorcery, etc. These abilities always specify how their "flight" works.
The "Hover" tag only refers to specific creatures that do not fall if knocked prone while in the air.
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
This Question as one could guess was brought up when I got an Aarakocra as a Character. The issues it brought to mind were so many.. I hunted for some guidence. But not really much there.. Some attempts at Brewing.
But Not actual guidences as to the present Community Standards. - Is there a Stall speed; If not does that mean an Aarakocra can fly straight up and straight down at any speed [not; zero, No hovering? right] and remain in control. [or is the existance of the 30' diving attack feat, precedent; limitting controled "Drops" to 20'} - Is there a landing speed; can the they go any speed and land, as they can go their full 25 ground speed and finish with 25' flying. - Is there a limit controlled to climb and drop; seperate from stall speed. Could a birdman fly 10 forward and drop 40 to the ground. - If there is a Stall speed; lets say 25', would an Aarakocra flying along with others be able to bank as flying creating a two or even three square wide path possible, tripping trap or AOO during combat, in any of those squares.
Yes, I noticed that 5e changed a lot of the flight rules from 2nd edition. Didn't changing direction in mid-air use to be a lot more difficult for most flying creatures? I think there used to be different grades of control that a creature had over their own flight. Dragons, for instance, were much clumsier in mid-air than sprites or air elementals.
All movement types are the same: if you have a "speed" in a certain movement type then you can freely move in any appropriate direction using that movement type where it applies. So with flying you can fly in place (hover) go up, down, etc. It keeps things simple enough to more efficiently streamline playing the actual game It's a dungeon-crawl and story-RP game not a flight simulator after all.
Well, they did get rid of most aerial maneuvers. I feel conflicted about that. But since we're not likely to see an all-Aarakocra compaign setting or an all-Sprite campaign setting any time soon, I guess there's no reason for there to be more complexity to it.
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This Question as one could guess was brought up when I got an Aarakocra as a Character.
The issues it brought to mind were so many.. I hunted for some guidence.
But not really much there.. Some attempts at Brewing.
But Not actual guidences as to the present Community Standards.
- Is there a Stall speed; If not does that mean an Aarakocra can fly straight up and straight down at any speed [not; zero, No hovering? right] and remain in control.
[or is the existance of the 30' diving attack feat, precedent; limitting controled "Drops" to 20'}
- Is there a landing speed; can the they go any speed and land, as they can go their full 25 ground speed and finish with 25' flying.
- Is there a limit controlled to climb and drop; seperate from stall speed. Could a birdman fly 10 forward and drop 40 to the ground.
- If there is a Stall speed; lets say 25', would an Aarakocra flying along with others be able to bank as flying creating a two or even three square wide path possible, tripping trap or AOO during combat, in any of those squares.
Itinerant Deputy Shire-reave Tomas Burrfoot - world walker, Raft-captain, speaker to his dead
Toddy Shelfungus- Rider of the Order of Ill Luck, Speaker to Friends of Friends, and Horribly big nosed
Jarl Archi of Jenisis Glade Fee- Noble Knight of the Dragonborn Goldcrest Clan, Sorcerer of the Noble Investigator;y; Knightly order of the Wolfhound
If you have an actual flying speed (such as the Aarakocra) there is no generalized limitation on how it is used. Specific limitations can be things like confined physical environments or DM decisions. Otherwise, you can fly straight up in the air/zip around/stay there however and as long as you'd like. As long as you're not incapacitated or restrained, you can hover as well.
There are only a handful of things that grant flight speeds with limitations... Eagle totem, storm sorcery, etc. These abilities always specify how their "flight" works.
The "Hover" tag only refers to specific creatures that do not fall if knocked prone while in the air.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Yes, I noticed that 5e changed a lot of the flight rules from 2nd edition. Didn't changing direction in mid-air use to be a lot more difficult for most flying creatures? I think there used to be different grades of control that a creature had over their own flight. Dragons, for instance, were much clumsier in mid-air than sprites or air elementals.
All movement types are the same: if you have a "speed" in a certain movement type then you can freely move in any appropriate direction using that movement type where it applies. So with flying you can fly in place (hover) go up, down, etc. It keeps things simple enough to more efficiently streamline playing the actual game It's a dungeon-crawl and story-RP game not a flight simulator after all.
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Sigh.. think of me..
my flight rules I remember are first edition.
Itinerant Deputy Shire-reave Tomas Burrfoot - world walker, Raft-captain, speaker to his dead
Toddy Shelfungus- Rider of the Order of Ill Luck, Speaker to Friends of Friends, and Horribly big nosed
Jarl Archi of Jenisis Glade Fee- Noble Knight of the Dragonborn Goldcrest Clan, Sorcerer of the Noble Investigator;y; Knightly order of the Wolfhound
Well, they did get rid of most aerial maneuvers. I feel conflicted about that. But since we're not likely to see an all-Aarakocra compaign setting or an all-Sprite campaign setting any time soon, I guess there's no reason for there to be more complexity to it.