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5 years ago ::
Aug 13, 2008 - 1:38AM
#21
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Date Joined:
Aug 22, 2007
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Snip I shouldn't have to take out the rulebooks quotes to explain such basic stuff to people. Especially since the exact quote is in the ritual desciption. But, because people need to have their hands held:
MM, pg. 281: "Overland flight is meant to be outside of combat ... It flies the specified number of squares in a single move action."
So, in the above example, yes, they can fly up the dragon's roost, and no, they couldn't fight the dragon in the air. So, hence, they probably shouldn't use the ritual to fly up the dragon. This is how you should handle the aforementioned problem: DM: "You come to the big scary mountain where the nasty dragon that's been harassing the kindom lives. You can see the dragon's roost from the bottom of the mountain and there is a cave in front of you." Players: "We fly up to the roost." DM: "You can't." Players: "Why not?" DM: "Because you can't fight in the air and the dragon will attack you if you fly up to it, at which point you will fall 800 feet back down to the base of the mountain and die." Players: "Oh, in that case, we'll take the cave." (If this is not the response from your players, or they don't come up with something much more clever, you probably have much deeper problems with your party.)
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5 years ago ::
Aug 13, 2008 - 3:37AM
#22
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but letting them circumvent the climb up the mountain/through the tunnels/what have you via the ritual without consequence and after you warned them that there was a dragon up there is equally lame. I couldn't disagree more. At this point we're talking about demigods and archmages. I can't think of anything more lame than a demigod having to climg the mountain using robes and pitons like ordinary mountaineer.
I even think there should be annother slightly higher level version that allows them to fight during the flight
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5 years ago ::
Aug 13, 2008 - 5:11AM
#23
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Date Joined:
Mar 20, 2001
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Isn't a sensible party just likely to fly only 20 squares off the ground, so that if they are attacked (or even see a threat approaching) while using this ritual they just land with their next move action? I can't see why it has to be a TPK (unless the whole party are some how hit with a power that stops you taking the move action, then you crash I suppose).
Can you move double speed descending like in 3rd Ed? If so 40 squares off the ground at max.
Still climbing higher than you move speed with any form of flight is asking for trouble in 4th Ed with any power that knocks you prone meaning you crash to the ground.
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5 years ago ::
Aug 13, 2008 - 5:17AM
#24
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Date Joined:
Jun 10, 2008
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I guess I don't see the problem with epic level characters spending 5,000 gold to fly somewhere while they cant fight.
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5 years ago ::
Aug 13, 2008 - 7:07AM
#25
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Date Joined:
Mar 20, 2001
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If this was Paragon or Heroic level I'd have a real problem with it, at Epic, not so much.
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5 years ago ::
Aug 13, 2008 - 10:52AM
#26
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Date Joined:
May 26, 2008
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To summarize the thread: Having travel options is good. Especially at epic level.
The best part about all of this? It's not even an issue to people with a competent DM. If you really, really, really want the players to take the cave route, then have the dragon spot them as they start flying. He comes down and attacks them. The PCs get knocked down, fight for a little bit, and then the dragon retreats to his home in the mountains. If the PCs try the ritual again, the dragon attacks again. And then maybe some of the monsters in the caves hear the noises and come out to investigate. Or maybe the dragon is so tough that he backs the PCs into the caves.
But that's assuming that you want to force the PCs to use the caves or climb the mountain or whatever.
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5 years ago ::
Aug 13, 2008 - 11:01AM
#27
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Date Joined:
Aug 21, 2003
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As I mentioned earlier, it depends on how/when you can turn it off. Does the spell end as soon as you touch the ground? Are you able to maintain your full action capability so long as you don't actually fly for that interval, or are you stuck for 10 hours being unable to do anything but crash and/or fly?
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5 years ago ::
Aug 13, 2008 - 11:57AM
#28
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Date Joined:
Jun 25, 2001
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As I mentioned earlier, it depends on how/when you can turn it off. Does the spell end as soon as you touch the ground? Are you able to maintain your full action capability so long as you don't actually fly for that interval, or are you stuck for 10 hours being unable to do anything but crash and/or fly? Yeah, not to mention that there's really no ruling as to what happens when a creature with an overland flight speed, but no tactical flight speed, enters combat.
Do you automatically start falling the moment initiative is rolled? Do you glide to the ground? If so, then how fast?
I haven't seen that stuff addressed anywhere.
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5 years ago ::
Aug 13, 2008 - 12:34PM
#29
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Date Joined:
May 26, 2008
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Wait, you mean that the rulings are incomplete?!?
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5 years ago ::
Aug 13, 2008 - 4:35PM
#30
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Date Joined:
Apr 29, 2006
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