Why is Flight So Powerful?
Access to flight, even at extremely low speeds, puts creatures at a huge tactical advantage in Dungeons and Dragons. Monsters which can fly and attack at range have higher CR than other creatures with similar stats according to the 2014 monster creation rules. Player races/species with access to flight before level 3 were banned in Adventurer’s League for years after the Aarakocra gave us 5e’s first playable flying race.
Many creatures in DnD both can’t fly and can’t attack at range. Anything from mundane beasts like wolves and bears all the way up to high-CR creatures like the Tarrasque have no way to counter flying enemies with ranged attacks. Even many humanoid enemies simply don’t have ranged attack options in their stat block despite being anatomically capable of throwing a spear or firing a crossbow.
With access to flight either from their race/species or from low-rarity magic items like the Broom of Flying, players can easily negate huge parts of 5e’s growing roster of monsters. This has made flight in 5e a defining and exceptionally powerful tactic across the level spectrum. If you can fly just slightly out of a creature’s melee reach, many enemies have no option except to run or seek shelter.
Did the 2024 DnD Rules Change Flight?
The 2024 rules did not change the mechanics of flight, and I doubt that we’ll suddenly see wolves and tarrasques with the ability to throw rocks at flying enemies written into their stat blocks.
But we did get Weapon Mastery.
The Topple Weapon Mastery offers wielders the ability to knock an enemy prone. Conveniently, it’s also available on the Trident, which has the Thrown property, and can therefore be effectively used at range. This makes the Trident an effective counter to flying enemies through the entire level spectrum, making it an essential tool for adventuring parties of any level.
We’ve seen very few stat blocks updated to the 2024 rules, so it’s impossible to say what new capabilities monsters will have. It’s entirely possible that humanoid enemies will have features that mimic Weapon Mastery. Goblins with Vex on their weapons, Orcs with Cleave, Bugbears with Graze, etc. We may see a few enemies with Topple-like effect, allowing them to knock flying players out of the air. But I expect these capabilities to be rare, and Topple would certainly be a tiny minority of them.
Is Flight Still Dominant?
Almost certainly, yes.
I don’t expect creatures in the Monster Manual to change in such fundamental ways that it would make flight less powerful. A level 1 Aarakocra with Sacred Flame can probably still solo the Tarrasque. If we do see the Topple Weapon Mastery on humanoid enemies, I expect that it will be a handful of humanoids who have nothing else going on, such as the Guard getting to use the Push Weapon Mastery with a pike. If a handful of enemies do get Topple, they’ll be a rarity.
I also don’t expect the environments of adventures to change very much. D&D has increasingly moved away from cramped dungeons in favor of larger structures or outdoor environments where flight is at its best.
There’s still room for me to be wrong, I expect that Aarakocra, Fairies, and Owlin will remain exceptionally powerful in the 2024 rules.
“Dominant tactic” vastly overstates it. Everything that flying achieves can be overcome at level 1.
By my count, close to 1/4 of the monsters in the 2024 Monster Manual have some form of ranged attack, including low-level common standards like bandits, goblins, hobgoblins, and gnolls. Similarly, nearly another quarter have flying speeds, or the ability to fly with magic. That means almost one out of every two monsters from the core book will present a combat challenge to fliers.
And though the Tarrasque might not explicitly have a stone throw written into its stat block, it’s no effort to look a few entries up and nab that very ability from the Stone Giant. Similarly, it’s no major effort to hand a longbow to any other given humanoid opponent who doesn’t have one. Wolves hardly show up enough to justify the common hand-wringing over those encounters and so what? I find “turn undead” to be crazily decisive when a cleric goes up against a group of undead. But sometimes abilities just shine. It makes the players feel like heroes. Flying should be no different.
What I’ll grant you is that flying complexifies the DM’s life, requiring him or her to conduct combat on the Z-axis, and to pay attention to ensure that the flying PC isn’t under challenged by dint of a succession of foes without ranged capability, and to be prepared to run encounters on Floor 4 of the Pagoda of Doom instead of just Floor 1. On that alone, I understand why inexperienced DMs might want to forego the headache.