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<blockquote data-quote="jodyjohnson" data-source="post: 7201189" data-attributes="member: 5590"><p>This is one of the reasons Beastmaster Ranger receives such low marks for player satisfaction in the surveys. The rules grant mounts a better action economy than the PHB Beastmaster Animal Companion (it does get better Hit Points eventually, and improves later in the game).</p><p></p><p>Let's make the case:</p><p>PHB, Chapter 9 Combat, p.189, paragraph 2, sentences 3 & 4.</p><p></p><p></p><p>This establishes the baseline for what is being referenced when the rules in the Combat section address 'you'. The DM or player makes decisions for playing out the activities of the creatures in the game, more specifically in an encounter.</p><p></p><p>The 5th sentence means that when it says 'you' these rules apply to every monster or character in the game. This is the 'General' rule. (The rules design lays out general rules and then gives specifics that over-rule the general rule.)</p><p></p><p>Upon re-reading this section I was dismayed to see that only characters and monsters get to use these rules, and thus there might be a third category of creatures that were neither monsters or characters (player or nonplayer). One might say that animals companions, mounts, or familiars are not 'Monsters' and are thus not able to use the rules in the rest of Chapter 9.</p><p></p><p>Fortunately the introduction in the <strong>Monster Manual</strong> steps in.</p><p>Monster Manual, p.4, Introduction, "What Is a Monster?".</p><p></p><p>If it has stats we can kill it ... um, actually the reverse, if it can be killed it is a 'monster'. If it has stats it is a 'monster' and thus all the rules in Chapter 9 apply as a general rule. For brevity I will refer to all monsters and characters as 'creatures' moving forward.</p><p></p><p>So what rules from the Combat section apply in general to all creatures?</p><p></p><p>Firstly, everything under "Your Turn" on PHB p.189.</p><p>1. <strong>Move</strong> and <strong>take one action</strong>. Emphasis in the original. Generally, all creatures get to move and take an action.</p><p>2. Take bonus actions if a rule or ability gives the creature one.</p><p>3. Take Reactions as a response granted by a rule or ability.</p><p>4. Complete other activities on your turn.</p><p></p><p>Since all creatures generally get movement and actions in combat the next two sections apply to all creatures. The healing rules apply as well (Short rest and long rest Hit Point recovery). In fact there is no distinction between characters and monsters until PHB p.198.</p><p></p><p></p><p></p><p>So in this one very specific area, the DM preference is RAW. (Obviously the DM can choose to rule differently on any of the rules per Rule 0). Most DMs will kill your mount at 0 hp, most DMs will kill your Animal Companion at 0 hp, most DMs will kill your Squire and Servants at 0 hp. Fortunately, 'most' is not 'all'.</p><p></p><p>So anywho ...</p><p></p><p>The general rule is that all combat rules apply to all creatures. So what Specifics trump the general?</p><p></p><p>1. Familiars (PHB p.240): <em>Find Familiar</em> Own initiative. Acts on its turn but may not attack (I'm going to assume it can't attack with its Reaction either), disappears at 0 hp. Otherwise, moves, acts, and can be told what to do by the caster without costing movement, actions, reactions, or a bonus action. (Special case: Chain pact Warlock - caster can trade an attack to the Familiar which uses the Familiar's reaction).</p><p>2. Animated Undead or Objects (PHB p212-3): <em>Animate Dead</em>, and <em>Animate Objects</em> Requires a bonus action to issue a command which is ongoing which it does during its next turn. No restrictions on movement, actions, reactions, or bonus actions. Initiative is not defined.</p><p>3. Conjured Creatures (PHB p.225-6): Roll own initiative, obey verbal commands (no action by the caster). No restrictions on movement, actions, reactions, or bonus actions.</p><p>4. Animal Companions (PHB p.93): Same initiative. Doesn't take actions unless verbally commanded as an Action by the Ranger. Commanding movement costs no actions. Can take reactions and can act normally if the Ranger is incapacitated or absent. (If you are paralyzed, stunned, petrified, Tasha'd, Hypnotic Patterned, or unconscious your companion can act on its own.)</p><p>5. Mounts (PHB p.198): Initiative changes to match rider. Moves as directed and only has 3 action option: Dash, Disengage, and Dodge. No cost is assigned to directing movement or the limited pool of actions. Unmounted a mount acts on its own.</p><p>6. Numerous spells or abilities have effects to limit actions and movement for affected creatures. These are all instances of the specific rules over-riding the general (status effects, custom creature abilities, custom spell descriptions, etc.).</p><p></p><p>Your alternate description of the Mount action economy is very reminiscent of the 4th edition rules (which I saw merit in) but they are not the RAW rules on 5th edition actions and movement. All creatures can move and act unless a specific rules changes that.</p><p></p><p>And the Unearthed Arcana Conclave Ranger Animal Companion makes large changes in this area making it much more popular.</p></blockquote><p></p>
[QUOTE="jodyjohnson, post: 7201189, member: 5590"] This is one of the reasons Beastmaster Ranger receives such low marks for player satisfaction in the surveys. The rules grant mounts a better action economy than the PHB Beastmaster Animal Companion (it does get better Hit Points eventually, and improves later in the game). Let's make the case: PHB, Chapter 9 Combat, p.189, paragraph 2, sentences 3 & 4. This establishes the baseline for what is being referenced when the rules in the Combat section address 'you'. The DM or player makes decisions for playing out the activities of the creatures in the game, more specifically in an encounter. The 5th sentence means that when it says 'you' these rules apply to every monster or character in the game. This is the 'General' rule. (The rules design lays out general rules and then gives specifics that over-rule the general rule.) Upon re-reading this section I was dismayed to see that only characters and monsters get to use these rules, and thus there might be a third category of creatures that were neither monsters or characters (player or nonplayer). One might say that animals companions, mounts, or familiars are not 'Monsters' and are thus not able to use the rules in the rest of Chapter 9. Fortunately the introduction in the [b]Monster Manual[/b] steps in. Monster Manual, p.4, Introduction, "What Is a Monster?". If it has stats we can kill it ... um, actually the reverse, if it can be killed it is a 'monster'. If it has stats it is a 'monster' and thus all the rules in Chapter 9 apply as a general rule. For brevity I will refer to all monsters and characters as 'creatures' moving forward. So what rules from the Combat section apply in general to all creatures? Firstly, everything under "Your Turn" on PHB p.189. 1. [b]Move[/b] and [b]take one action[/b]. Emphasis in the original. Generally, all creatures get to move and take an action. 2. Take bonus actions if a rule or ability gives the creature one. 3. Take Reactions as a response granted by a rule or ability. 4. Complete other activities on your turn. Since all creatures generally get movement and actions in combat the next two sections apply to all creatures. The healing rules apply as well (Short rest and long rest Hit Point recovery). In fact there is no distinction between characters and monsters until PHB p.198. So in this one very specific area, the DM preference is RAW. (Obviously the DM can choose to rule differently on any of the rules per Rule 0). Most DMs will kill your mount at 0 hp, most DMs will kill your Animal Companion at 0 hp, most DMs will kill your Squire and Servants at 0 hp. Fortunately, 'most' is not 'all'. So anywho ... The general rule is that all combat rules apply to all creatures. So what Specifics trump the general? 1. Familiars (PHB p.240): [i]Find Familiar[/i] Own initiative. Acts on its turn but may not attack (I'm going to assume it can't attack with its Reaction either), disappears at 0 hp. Otherwise, moves, acts, and can be told what to do by the caster without costing movement, actions, reactions, or a bonus action. (Special case: Chain pact Warlock - caster can trade an attack to the Familiar which uses the Familiar's reaction). 2. Animated Undead or Objects (PHB p212-3): [i]Animate Dead[/i], and [i]Animate Objects[/i] Requires a bonus action to issue a command which is ongoing which it does during its next turn. No restrictions on movement, actions, reactions, or bonus actions. Initiative is not defined. 3. Conjured Creatures (PHB p.225-6): Roll own initiative, obey verbal commands (no action by the caster). No restrictions on movement, actions, reactions, or bonus actions. 4. Animal Companions (PHB p.93): Same initiative. Doesn't take actions unless verbally commanded as an Action by the Ranger. Commanding movement costs no actions. Can take reactions and can act normally if the Ranger is incapacitated or absent. (If you are paralyzed, stunned, petrified, Tasha'd, Hypnotic Patterned, or unconscious your companion can act on its own.) 5. Mounts (PHB p.198): Initiative changes to match rider. Moves as directed and only has 3 action option: Dash, Disengage, and Dodge. No cost is assigned to directing movement or the limited pool of actions. Unmounted a mount acts on its own. 6. Numerous spells or abilities have effects to limit actions and movement for affected creatures. These are all instances of the specific rules over-riding the general (status effects, custom creature abilities, custom spell descriptions, etc.). Your alternate description of the Mount action economy is very reminiscent of the 4th edition rules (which I saw merit in) but they are not the RAW rules on 5th edition actions and movement. All creatures can move and act unless a specific rules changes that. And the Unearthed Arcana Conclave Ranger Animal Companion makes large changes in this area making it much more popular. [/QUOTE]
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