How do you feel about characters picking up the ability to fly under their own power in your campaigns, through levelling and taking feats or spells?
>>51407548
Depends on the setting. In a Superheroes or Magical Girl game, fucking go for it.
In "standard DnD" (whatever the fuck that is), eh... short-term flight is OK. It's alright in 5e because it ups your Concentration ability, only lasts a minute, and can be disrupted fairly easily. In something like Pathfinder where you can fly for hours at a time with no negative effects or easy way for enemies to counter it... yeah fuck that, no.
How about an all birds campaign? Different species of birds could be different classes.
"In a world, where Silent Spring was never written, four birds take it upon themselves to stop the spraying of DDT... WITH VIOLENCE. Presenting Not So Silent Spring, coming this fall."
>>51407548
Of my five players, one has a flying mount, and two have feats that offer the option to permanently grow wings in exchange for some penalties in other areas (one player has already taken the swap, the other is holding off but can take it anytime he levels up).
So, I guess you could say I'm ok with it.
Heroic: short term (EoNT at best) limited flight
Paragon: short term (EoE dailies) flight
Epic: flying all the time
>>51407548
My GM absolutely fucking hates it holy shit he so mad.
He's also weirdly spiteful and not willing to deny it "because it's in the rules" but he really, really doesn't like the amount of options and things to anticipate that it grants players. He loathes it. Despises it.
I enjoy and encourage it as GM. Adds a lot to conflicts, exploration, puzzle solving and it's not something players do often.
Every setting I homebrew has a winged humanoid race by default.