Morkant
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| 1 person marked this as FAQ candidate. |
Sorry of these are a dumb questions but I haven't found the answers I'm looking for when failing the following:
1)Move less than half speed and remain flying - Forced to move up to half your movement?
2)Hover - Forced to move up to half your movement?
3)Turn greater than 45° by spending 5 feet of movement - Forced to use more than 5 ft of movement(is that 10 ft)
4)Turn 180° by spending 10 feet of movement - Forced to use more than 10 ft of movement(is that 20 ft)
5)Fly up at greater than 45° angle - Move upward at 45° instead?
To sum up here - Are characters, by failing fly check, forced to move differently? And if so, how does that play out in game? A character has a flying eidolon that he wants to fly staight up - fails the fly check - does it move up at a 45° angle. I know players will be wanting to see if they fail the check and then say, if they fail, want to change their action.
Theryon Stormrune
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A character has a flying eidolon that he wants to fly staight up - fails the fly check - does it move up at a 45° angle. I know players will be wanting to see if they fail the check and then say, if they fail, want to change their action.
First, don't get stuck on rules and rolls. It's about the story you're weaving.
Second, the fly checks are usually for conditions your PCs encounter when flying and hazards. Strong winds, storms, spells using wind against the PCs. Is there a specific reason that the eidolon needs to make a fly check in order to fly straight up? If not, there shouldn't be a roll required. And I don't think the summoner needs any kind of handling check. And the summoner isn't "riding" it, correct? Otherwise that's more of a Ride check.
Howie23
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Morkant wrote:A character has a flying eidolon that he wants to fly staight up - fails the fly check - does it move up at a 45° angle. I know players will be wanting to see if they fail the check and then say, if they fail, want to change their action.Second, the fly checks are usually for conditions your PCs encounter when flying and hazards. Strong winds, storms, spells using wind against the PCs. Is there a specific reason that the eidolon needs to make a fly check in order to fly straight up?
The reason is that flying straight up is explicitly a complex maneuver, which requires a skill check. You don't need a skill check as long as your movement is a distance of at least half your speed, turns no more that 45 degrees, nor ascends more than a 45 degree angle.
As to the original question: Fly checks are made as part of movement. The movement action itself is attempted. The movement succeeded, but the maneuver failed. If failing by 5 or more while flying with wings, the flier falls. Otherwise (failing by less than 5 or flying by a means other than wings), the movement action takes place, but the maneuver doesn't. This means that the maneuver is limited to a flight path that doesn't require a check; the flier may move at more than half speed, turn up to 45 degrees, or ascend up to 45 degrees.
Morkant
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So are my assessments correct for 1-5? I mean, I understand there are differences with "winged" and "other than winged" and will go by the rules where that is concerned.
A winged creature flying at less than half its speed and fails its fly check but not by more than five, would be forced to move at least up to half its speed in that instance, correct?
Morkant
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First, don't get stuck on rules and rolls. It's about the story you're weaving.
For me that's first and foremost, but you must agree that you have to consider the play style that is at your table. For me, I have to deal with rules calls quite a bit. We have rotating GMs and some players that, for lack of a better term, "power game" in the extreme to where they try to warp the intention of the RAW.
So, I agree with you but I find myself having to change my play-style to cope with it. And in doing so I realized that a lot of our players, myself include, don't know the rules that well.| Xenrac |
I can't say what the rules would do, but personally, I would rule roughly as follows:
Failing to Fly less than half your speed: You were forced to speed up to maintain your altitude; give them the choice between losing altitude or moving half speed. IE If they had a fly speed of 60 and wanted to fly only 15 feet then failed their check they'd either drop 15 feet as they moved or opt to move half their speed.
Failing to hover: Same as above, but they either fall half their speed, or move half their speed and up.
Failing to turn greater than 45 degrees: Force them down to a 45 degree or less turn.
Failing to turn 180: Force them down to a greater than 45 degree turn then give them a second check on the same roll for a greater than 45 degree turn. If they fail that check as well, then force them down to less than 45 degrees. (And if you're mean, make them drop five feet lol)
Failing to raise greater than 45 Degrees: Force them down to 45 Degrees or less. However, if they intended to go straight up, give them a second check on the same roll as if they attempted to hover.
But I also figure that it's pretty reasonable to let them take ten on fly rolls unless they were directly under attack by say an archer, in the threatened area/reach of a melee attack, or under the effects of weather or a spell.
Morkant
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I can't say what the rules would do, but personally, I would rule roughly as follows:
Failing to Fly less than half your speed: You were forced to speed up to maintain your altitude; give them the choice between losing altitude or moving half speed. IE If they had a fly speed of 60 and wanted to fly only 15 feet then failed their check they'd either drop 15 feet as they moved or opt to move half their speed.
Failing to hover: Same as above, but they either fall half their speed, or move half their speed and up.
Failing to turn greater than 45 degrees: Force them down to a 45 degree or less turn.
Failing to turn 180: Force them down to a greater than 45 degree turn then give them a second check on the same roll for a greater than 45 degree turn. If they fail that check as well, then force them down to less than 45 degrees. (And if you're mean, make them drop five feet lol)
Failing to raise greater than 45 Degrees: Force them down to 45 Degrees or less. However, if they intended to go straight up, give them a second check on the same roll as if they attempted to hover.
But I also figure that it's pretty reasonable to let them take ten on fly rolls unless they were directly under attack by say an archer, in the threatened area/reach of a melee attack, or under the effects of weather or a spell.
Thank you Xenrac, that is what I was looking for and maybe I started this thread in the wrong place. I really like your view on the moving at half speed. I also like taking 10 for out of combat maneuvers. I don't have to much of a problem with players doing things out of combat. Moving half speed, however, is an action that I think would come up a lot in closer combat so thank you for your imput.
| 勝20100 |
Move less than half speed and remain flying and Hover
The character makes the check as a reaction to not having moved less than half fly speed or not at all at the end of her turn.
If you have wings and fail by 5 or more, you fall.
In other cases, nothing happens apparently. A bit strange but it means a ghost or a character using Fly can hover without needing the check (it needs it but suffer no consequences from failing it).
Turning and flying up
I see two interpretations:
– Failing means not moving for that move action.
– Failure just limits to what is possible without doing a fly check.
Whatever the interpretation, failing by 5 or more with wings means falling.