Flying, Rules for:
Creatures that DO NOT naturally have a flight ability will fly at x2 their normal rate of Movement.
Creature that naturally fly, will fly at x3 their normal rate of Movement.
If a creature can fly 81 spaces per turn (like the race of Ardinnin), it will take 3 turns (15 seconds) to get to that full potential flight range as follows:
Turn #1: 1/3 the normal flight distance can be traveled in the 1st turn.
Example: In the first turn, you can move 21 spaces per turn
Turn #2: 2/3 the normal flight distance can be traveled in the 1st turn.
Example: In the second turn, you can move 42 spaces per turn
Turn #3: full distance of flight per turn can be accomplished.
Example: In the third turn, you can move the full 81 spaces per turn.
Notes:
1
Remember: It is only logical that a creature work up to its potential flight speed in order to travel the maximum number of spaces per turn.
2
G.M.: Remember that certain instances can change this, like: The Ardinnin leaping from a high cliff might just easily step up his or her flight, as if already into the 2nd turn.
If there are strong winds, it would step up the Ardinnin’s flight even more, or hinder flight if the wind was against him or her.
Be logical on the spaces per turn any creature can fly initially.
3
When dividing a creature’s flight by 3, always round up to the nearest spaces per turn it can fly.