Uploaded May 2026 | Updated September 2026, 2 weeks ago
Let’s take a look at Aerial Combat in AD&D, and find out why it is the best version of Dungeons & Dragons in this How to Play Advanced Dungeons & Dragons series. Buy the AD&D Dungeon Masters Guide Handbook: drivethrurpg.com/en/product/17004/dungeon-master-s-guide-1e?src=hottest_filtered&affiliate_id=50797
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#AerialCombat #FlyingCombat #ADnD #DragonLanceSaga #OSR #DungeonsAndDragons #TTRPG #DungeonMaster
Transcript
In modern fantasy games, flying usually just means ignoring terrain. But in Advanced Dungeons & Dragons, the moment your feet leave the ground, combat becomes a deadly game of speed, altitude, and momentum.
Intro
Welcome to another DragonLance Saga episode. My name is Adam and today I am going to talk about Aerial Combat in Advanced Dungeons & Dragons. I'd like to take a moment and thank the DLSaga members and Patreon patrons, and invite you to consider becoming a member or patron — you can even pick up AD&D and Dragonlance media or get $10 by signing up to StartPlaying.Games using my affiliate links. I'm referencing the Players Handbook, the Dungeon Masters Guide, the Monster Manual, and Unearthed Arcana for this information. If I leave anything out or misspeak, please leave a comment below.
Discussion
One of the most overlooked systems in Advanced Dungeons & Dragons is aerial combat. Most groups think of flying as simply “moving in three dimensions,” but the Dungeon Masters Guide treats the skies as an entirely different battlefield. Flying creatures are not standing still trading blows in the air like superheroes. They are constantly banking, climbing, diving, wheeling, and making attack passes at tremendous speed.
The result is a combat system that feels more like medieval aerial cavalry or dangerous bird-of-prey hunting than a standard dungeon melee. Once you understand the basics of speed, maneuverability, and altitude, the entire system becomes surprisingly elegant.
The core of aerial combat is the Maneuverability Class system found in the Dungeon Masters Guide. Every flying creature is assigned a maneuverability category from A to E. Class A creatures are incredibly agile and can hover, stop, and turn instantly. Class E creatures, such as dragons, are massive and powerful but sluggish when changing direction.
This means flying creatures cannot simply pivot in place. Most must continue moving forward to remain airborne. Aerial combat therefore becomes a series of attack passes where combatants swoop toward each other, strike, wheel around, and attempt another pass.
Flying creatures also interact with altitude differently. Most creatures can climb at half speed and dive at twice their listed speed. During a dive they may descend at roughly a forty-five degree angle, and diving attacks inflict double damage against creatures that are not also diving. This makes altitude an enormous tactical advantage.
The Dungeon Masters Guide also notes that creatures moving at half speed improve their maneuverability by one class, representing the increased control that comes from slower flight.
Flying mounts add another layer of complexity to aerial combat. The Dungeon Masters Guide explains that training and controlling a flying mount requires time, money, and practice. Riders who are inexperienced risk losing control, falling, or failing to attack effectively while airborne.
Mounted creatures also suffer maneuverability penalties in many cases, making them less agile in combat. This means aerial riders function more like cavalry making attack passes rather than hovering in place exchanging blows.
Aerial archery and mounted spellcasting are especially difficult, requiring training and stable positioning to perform effectively.
Large flyers such as dragons demonstrate the other side of aerial combat. These creatures are less maneuverable but possess incredible speed, durability, and offensive power. Rather than relying on agility, they dominate through attack passes, dives, and breath weapons...
Let’s take a look at Aerial Combat in AD&D, and find out why it is the best version of Dungeons & Dragons in this How to Play Advanced Dungeons & Dragons series. Buy the AD&D Dungeon Masters Guide Handbook: drivethrurpg.com/en/product/17004/dungeon-master-s-guide-1e?src=hottest_filtered&affiliate_id=50797
How to Play Advanced Dungeons & Dragons Playlist: youtube.com/playlist?list=PL-ZMN0IxDq3TXm3Q0Cf692N-qw805XabQ
Thank you Creator Patrons Aaron Hardy, D. Robert Handy, & ShakyManor, Developer Patrons Chris Androu & Sam Ruiz, and all of the YouTube Members!
Like, Subscribe & Click The Bell
Patreon: patreon.com/AdamPC?utm_medium=unknown&utm_source=join_link&utm_campaign=creatorshare_creator&utm_content=copyLink
Merchandise: dlsaga.com/shop
Play TTRPGs: https://startplaying.games/referral/cmjfslgm6004fjx045w45tt8n
Join My TTRPGs: https://startplaying.games/gm/adampc
Membership: youtube.com/@DLSaga/join
Buy Dragonlance: dmsguild.com/en/browse?setting=45354-dragonlance&src=fid45354?affiliate_id=50797
Buy Advanced Dungeons & Dragons: drivethrurpg.com/en/browse?ruleSystem=44829-1e-ad-d&src=fid44829?affiliate_id=50797
Sign up for Audible today: amzn.to/4o4q9N7
#AerialCombat #FlyingCombat #ADnD #DragonLanceSaga #OSR #DungeonsAndDragons #TTRPG #DungeonMaster
Transcript
In modern fantasy games, flying usually just means ignoring terrain. But in Advanced Dungeons & Dragons, the moment your feet leave the ground, combat becomes a deadly game of speed, altitude, and momentum.
Intro
Welcome to another DragonLance Saga episode. My name is Adam and today I am going to talk about Aerial Combat in Advanced Dungeons & Dragons. I'd like to take a moment and thank the DLSaga members and Patreon patrons, and invite you to consider becoming a member or patron — you can even pick up AD&D and Dragonlance media or get $10 by signing up to StartPlaying.Games using my affiliate links. I'm referencing the Players Handbook, the Dungeon Masters Guide, the Monster Manual, and Unearthed Arcana for this information. If I leave anything out or misspeak, please leave a comment below.
Discussion
One of the most overlooked systems in Advanced Dungeons & Dragons is aerial combat. Most groups think of flying as simply “moving in three dimensions,” but the Dungeon Masters Guide treats the skies as an entirely different battlefield. Flying creatures are not standing still trading blows in the air like superheroes. They are constantly banking, climbing, diving, wheeling, and making attack passes at tremendous speed.
The result is a combat system that feels more like medieval aerial cavalry or dangerous bird-of-prey hunting than a standard dungeon melee. Once you understand the basics of speed, maneuverability, and altitude, the entire system becomes surprisingly elegant.
The core of aerial combat is the Maneuverability Class system found in the Dungeon Masters Guide. Every flying creature is assigned a maneuverability category from A to E. Class A creatures are incredibly agile and can hover, stop, and turn instantly. Class E creatures, such as dragons, are massive and powerful but sluggish when changing direction.
This means flying creatures cannot simply pivot in place. Most must continue moving forward to remain airborne. Aerial combat therefore becomes a series of attack passes where combatants swoop toward each other, strike, wheel around, and attempt another pass.
Flying creatures also interact with altitude differently. Most creatures can climb at half speed and dive at twice their listed speed. During a dive they may descend at roughly a forty-five degree angle, and diving attacks inflict double damage against creatures that are not also diving. This makes altitude an enormous tactical advantage.
The Dungeon Masters Guide also notes that creatures moving at half speed improve their maneuverability by one class, representing the increased control that comes from slower flight.
Flying mounts add another layer of complexity to aerial combat. The Dungeon Masters Guide explains that training and controlling a flying mount requires time, money, and practice. Riders who are inexperienced risk losing control, falling, or failing to attack effectively while airborne.
Mounted creatures also suffer maneuverability penalties in many cases, making them less agile in combat. This means aerial riders function more like cavalry making attack passes rather than hovering in place exchanging blows.
Aerial archery and mounted spellcasting are especially difficult, requiring training and stable positioning to perform effectively.
Large flyers such as dragons demonstrate the other side of aerial combat. These creatures are less maneuverable but possess incredible speed, durability, and offensive power. Rather than relying on agility, they dominate through attack passes, dives, and breath weapons...










