BMO |
So technomancers can learn flight spells, mystics can't. Why?
As the "psychic" class with plenty of telekinetic-themed spells, I feel like increasing mastery over using that ability to fly would thematically fit into their spell list, but its not there.
I know that I can just buy a jetpack, or I can homebrew so that they do have it in their spell lists. But I just don't understand from a design perspective why they've been hobbled like this.
Can anyone else maybe offer some insight as to why this might be?
Claxon |
Considering that jetpacks are cheap, flight isn't as good as it used to be. Especially with almost everyone having guns, I wouldn't consider it a huge priority anymore.
As to why....because Starfinder.
I wouldn't sweat it though. Just get yourself a jetpack.
Also, Xenodruid and Starshaman provide options on getting flight as well.
Claxon |
It also doesn't help that flying at all prevents full attacks (hovering is a move action, or swift if you have perfect maneuverability, but full actions require the use of your swift action).
This is actually something that my group struggles with remembering to do correctly, because we played too much Pathfinder where the rules were more lax for flying. Denying full round actions is a big deal.
SuperBidi |
It also doesn't help that flying at all prevents full attacks (hovering is a move action, or swift if you have perfect maneuverability, but full actions require the use of your swift action).
This is actually something that my group struggles with remembering to do correctly, because we played too much Pathfinder where the rules were more lax for flying. Denying full round actions is a big deal.
Haste, Envoy's Hurry, Hit and Run Fighting Style, there are a few ways to circumvent this issue. You should encourage your group in choosing one :)
Ixal |
Claxon wrote:Haste, Envoy's Hurry, Hit and Run Fighting Style, there are a few ways to circumvent this issue. You should encourage your group in choosing one :)It also doesn't help that flying at all prevents full attacks (hovering is a move action, or swift if you have perfect maneuverability, but full actions require the use of your swift action).
This is actually something that my group struggles with remembering to do correctly, because we played too much Pathfinder where the rules were more lax for flying. Denying full round actions is a big deal.
None of this would work if you want to hover as the move action you get from all those sources can only be used for movement or guarded steps and not for full actions or hovering.
Only the Envoys Improved Hurry + Resolve Point would work as the granted standard action has no restriction.
Or you could simply use the extra move action to move 5 ft. There doesn't seem to be a minimum flight distance and the cases where you absolutely need to hover should be rare.
Claxon |
Barring unusual circumstances, why would someone *want* to hang hovering in the sky making full attacks while motionless? You'd get the pleasure of being even more a sitting duck than you otherwise would be, just from having no cover at all.
Because you're dealing with aggressive land bound animals, not people with guns?
Or people without guns. Or flying enemies. Or enemies that previously were shooting at you without cover, but from a fortified position.
These are true, though my experience so far has been that these are limited encounters compared to enemies that possess ranged attacks.
Even many non-humanoid creatures still have some sort of ranged attack, though not all. But yes, they do happen.
Though, I think an encounter where no enemies have a ranged attack is generally just bad encounter design (though I can think of some instances where it's appropriate).
Claxon |
Claxon wrote:Haste, Envoy's Hurry, Hit and Run Fighting Style, there are a few ways to circumvent this issue. You should encourage your group in choosing one :)It also doesn't help that flying at all prevents full attacks (hovering is a move action, or swift if you have perfect maneuverability, but full actions require the use of your swift action).
This is actually something that my group struggles with remembering to do correctly, because we played too much Pathfinder where the rules were more lax for flying. Denying full round actions is a big deal.
I will be choosing Hit and Run fighting style as the second fighting style for my Blitz soldier.
I just know it's something my group has been doing wrong, then we remember do it for one fight, and then forget again.
Claxon |
And if your hovering rifleman can induce the enemy to flee for cover, congrats! You've just won, even though you can only do one attack per round. You still forced the enemy to retreat.
Maybe. It's not quite that simple.
You want to eliminate the enemies in a castle and those enemies flee the courtyard into the castle? You definitely haven't won.
You want to get past a cave troll and into his cave and he retreats into the smaller confines of his cave. You haven't won.
There are plenty of instances where tactical retreat doesn't mean you've lost. It can mean using the terrain to your advantage, including forcing enemies with air superiority into unfavorable conditions.
Metaphysician |
And in those circumstances, being able to shoot twice each round ( at a penalty ) would leave. . . the exact same problem, barring fairly absurd edge cases. Its a valid argument for why tactical situations can be more complicated; its not a valid argument for why hovering attackers need to be able to make full attacks, because it makes no meaningful difference.