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Originally Posted by
Falin
Unless your opponent is actively controlling the range of the battle while you're stuck on the ground then they have a better chance of hitting you.
Not true at all. They get to pick the range of the battle, but if you are better than them at every range, then you'll be better than them at the range they pick.
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And, don't worry, we'll to casters.
Was that supposed to be "do casters"?
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No, but lets assume that they put their second best score into dex. So 14 maybe 16. +2-+3 mod, then the wizard buys a +3 to dex
I think you mean +2.
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but let us also assume a +5 deflection bonus from a spell
A wizard spell that gives +5 deflection at level 10, and is low enough that a level 10 wizard can use it regularly without hugely sacrificing offensive capability?
I'd call that seriously broken, and if that sort of thing is in play then flight is the least of your problems.
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then add a +3 at least from that amulet of natural armor, cause really? What's a wizard going to spend it on?
INT bonus? Pearls of Power? A cloak of resistance? Scrolls and wands?
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Especially given that spells that require an attack roll require a touch attack so they'll have to hit a much lower AC than that with no penalty to the roll.
Why will it be much lower? He isn't being stopped by armor, but the guy on the ground isn't facing much armor either. And we're looking at a BAB difference of roughly half the level. It will probably be a slightly easier hit for the wizard, all in all, but not extremely so (well, assuming you're not looking at overpowered spells like the one giving +5 deflection at level 10), and on the flip side you get things like multiple attacks for the guy on the ground, and higher HP, and easier blocking with spells* (spells are easier to block with other spells than mundane attacks are), and not having a limited number of attacks.
*Well, assuming that Wind Wall is fixed; I concede that that is necessary for flying to not be a problem.
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When they have to roll at all.
Until really high levels, there's always a roll required. Sometimes it's a save rather than an attack, but that's still a roll.
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The problem being that if the fighter doesn't purely optimize melee that he has to purely optimize range instead which is itself problematic.
Why? Why can't he take a mix, effectively "optimizing" versatility? His high number of feats pretty much seems designed toward taking some of each.
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At which point the wizard switches to a different long ranged spell.
Unless he's optimized for only this strategy (dangerous, as it means that he will lose against anyone who is able to fly to meet him), long ranged spells will only be a fraction of his attack spells, and attack spells will necessarily be only a fraction of his total spells...he can't really grab that many. On top of that, if he's a PC-sort (and if he isn't, he gets far less WBL) this isn't his only fight of the day, so he's pretty restricted in what he can use. So yes, someone who prepared both fireball and lightning might be able to get two in before being shut down, but that's not likely to kill a martial character...and if his target guesses right about what he's got left, he might not even get that.
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Or just puts down a solid fog before he starts raining death down.
At which point his target moves away, he doesn't see it because of the fog, and he ends up wasting all his spells.
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For a fighter, but let's be honest, a fighter has better options to take so why use those?
What better options does a fighter have in order to be good at ranged as well as melee?
But yes, it is mainly meant for the fighter. Flight is quite effective against something like a barbarian...but that's why you have a whole party, to cover everyone's weaknesses.
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Or, you know, someone with armor a decent dex score and maybe some natural armor.
With armor, we're not talking about a caster. Natural armor gets expensive, and similarly for DEX boosts. Yes a flying archer will tend to be hard to hit because he can wear armor and has a good DEX...but if an archer can fly, why not a barbarian with the same method?