Aarakocra are banned in specific official Dungeons & Dragons organized play settings, most notably the Adventurers League (AL), primarily because their innate flying speed creates significant balance challenges and "headaches" for game masters and encounter design.
The Balancing Act of Flight in D&D
The ability to fly from level 1 can dramatically alter the dynamics of a Dungeons & Dragons campaign. While powerful, it often bypasses many common obstacles and challenges that are typically designed for ground-bound characters. This includes:
- Environmental Hazards: Pits, ravines, difficult terrain, or even traps on the ground often become trivial for a character with a flying speed.
- Encounter Design: Many combat encounters are designed with line-of-sight, cover, and melee engagement in mind. A flying character can frequently stay out of reach of most ground-based melee enemies, significantly reducing their personal risk.
- Puzzle Solutions: Some puzzles or exploration challenges rely on navigating complex three-dimensional spaces, which can be entirely circumvented by flight.
These capabilities, while exciting for players, can make it challenging for Dungeon Masters to create engaging and balanced scenarios for the entire party, leading to the "headaches" cited by the Adventurers League.
Adventurers League Specifics
The ban on Aarakocra (and other flying races) is explicitly stated in official Adventurers League character creation guidelines, such as the Player's Guide v9.2. This policy aims to ensure a more consistent and manageable gameplay experience across various tables and DMs within the organized play structure.
The ban is specifically aimed at preventing certain races from gaining an early and potentially overwhelming advantage. Other races affected by similar flight-based restrictions include Winged Tieflings.
It's also worth noting that Dungeons & Dragons characters typically experience a significant power bump around Tier 2 (level 5), gaining access to more powerful spells, extra attacks, and other impactful abilities. The addition of a perpetual flying speed from level 1 can exacerbate this power curve prematurely, making early-game challenges less impactful for the flying character and potentially overshadowing other party members.
Impact on Gameplay and Design Philosophy
The decision to ban flying races in certain contexts reflects a design philosophy focused on maintaining game balance and ensuring that DMs can prepare encounters without constantly having to account for a character that can circumvent standard encounter parameters.
For DMs, consistent flight at low levels means:
- Increased Preparation Time: Adjusting encounters to challenge a flying character requires more effort, often necessitating the inclusion of ranged enemies, flying adversaries, or magical solutions to restrict movement.
- Reduced Challenge: Without adjustments, many encounters become too easy for the flying character, while still posing a threat to their ground-bound allies, creating an imbalance within the party.
For more information on the Adventurers League's rationale, you can refer to discussions like those found on ThinkDM.