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This makes more sense than the current rules.
A review of Flight by Jer Moore
Introduction
The Flight skill is a rewrite of the general ability of flight that is found in the DMG (as Aerial Movement, pg 69; 3rd Ed).
Cons
It is a rewrite of a rule from the core book of core books. This is supposed to be the final word on the matter. Since the rule is pre-existing and survived hours (and now years) of game play and testing for balance, anything changed detracts from the cohesive nature and authority of the game itself.
Pros
Having said that - this makes a lot of sense. It makes me wonder why they didn't go with this in the revision.
I have decided to adopt some aspects of this as a House Rule. The bit about fatigue makes a lot of sense and generally would solve one of my main gripes with players that can fly - they never seem to land or have to. An exhaustion calculated in helps eliminate that entirely.
The table for wind speed is clear and concise. I can glance at it - decide the wind speed and tell a player what they are experiencing.
Conclusion
It rewrites a core rule and costs players some abilities compared to how it is handled normally - but I (as a DM) see that as a good thing.
Ratings |
| 8 |
Playability: Having not tried it out in game I am reluctant to score this any higher.
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| 8 |
Game Mechanics: It is simple and straight forward and seems to apply well to the game.
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| 10 |
Style: Well thought -out, well presented and well organized.
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| 8 |
Overall: Good but... is it better than the book?
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