| Post/Author/DateTime | Post |
|---|---|
| Orenmir06-14-07, 12:55 PM | Besides dealing with cubes instead of squares, are there any other mechanical differences between melee combat in the air as to on the ground? The scenario I'm thinking of is a Fighter under a Fly spell vs. any creature that flies (or another person under a Fly spell). I know the Fly spell states: Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. How does your manuverabilty rating (which is good, under the Fly spell) play a part in the melee equasion? And, could such a Fighter really do anything he can do on the ground? |
| Grug the Just06-14-07, 01:05 PM | Double post |
| Grug the Just06-14-07, 01:07 PM | This should help you with that. (http://www.systemreferencedocuments.org/35/sovelior_sage/carryingAndExploration.html) Also, the information is in your DMG. I have played aerial combat as similar to ground combat, just for sake of ease. Anything that can done on the ground, and can feasibly be done in the air would work the same mechanically. |
| tarkin06-14-07, 01:14 PM | Yes, flying is as easy as walking. I see little if any abuses related to it. Good Manevarability is effective. You can: Hover move backwards (cost of -5 ft to do this) Turn 90 degrees in 5ft of movement (can be done in place for the same cost of movement allowed that turn). Go straight up at 1/2 speed and straight down at double speed. well worth it. |
| RavenDrake06-14-07, 01:31 PM | The manuverability rules for flying (http://www.d20srd.org/srd/movement.htm#movingInThreeDimensions) covers the basics as far as tactical movement for combat. The good manuverabilty rating means that the fighter can move in just about any direction(including straight up and straight down) and hover in place. He can move and fight in the air pretty much as easily as he does on the ground. Grappling means he has to enter the target's square. He can technically remain flying(since he can hover). As far as tripping, there are a couple of camps. One says that flying creatures can't be tripped since tripping only makes a character Prone(which is defined as "The character is on the ground.") and a flying character won't be on the ground if tripped(at least not immediately). I think that's an overly literal interpretation of both tripping and "Prone". Personally, I allow tripping of flying creatures. You could knock aside thier wings, or grab them and roll them over, making them disoriented, at which point they fall prone. They just have longer to fall. They decend at normal falling speeds. The next round they have to take a move action to right themselves(as though standing up) if still falling(or just stand up, if they hit the ground). I do, however, extend two exceptions. Creatures with Perfect or Good magical flight(such as an air elemental) do not decend when tripped, but do have to take a move action to right themselves. This is personal interpretation(and a bit of houseruling) and there's some leeway as far as how it's interpreted and implemented by any individual DM. |
| mvincent06-14-07, 01:48 PM | This WotC article (http://www.wizards.com/default.asp?x=dnd/rg/20040629a) can provide more insight into flying (as can this one (http://www.wizards.com/default.asp?x=dnd/rg/20040706a)). |