Imaro
Legend
@pemerton just for reference here is the paladin warhorse ability as described in the AD&D 1e PHB...
At 4th level - or at any time thereafter - the paladin may
call for his warhorse; this creature is an intelligent heavy
warhorse, with 5 +5 hit dice (5d8 plus 5 hit points), AC 5, and
the speed of a medium warhorse (18"); it will magically
appear, but only one such animal is available every ten years,
so that if the first is lost the paladin must wait until the end of
the period for another.
So the 1e PHB actually states that this ability is a magical summoning...
Here is the relevant passage from the DMG...
The Paladin’s Warhorse:
When the paladin reaches 4th or higher level, he or she will eventually
call for a warhorse (as detailed in the PLAYERS HANDBOOK). It will
magically appear, but not in actual physical form. The paladin will
magically “see” his or her faithful destrier in whatever locale it is currently
in, and it is thereafter up to the paladin to journey to the place and gain
the steed. As a rule of thumb, this journey will not be beyond 7 days ride,
and gaining the mount will not be an impossible task. The creature might
be wild and necessitate capturing, or it might be guarded by an evil fighter
of the same level as the paladin, and the latter will then have to overcome
the former in mortal combat in order to win the warhorse. In short, the
gaining of the destrier is a task of some small difficulty which will take a
number of days, possibly 2 or more weeks, and will certainly test the
mettle of the paladin. Once captured or won, the warhorse knows its role
and relationship to the paladin, and it will faithfully serve thereafter for 10
years. Thereafter, the paladin must seek another mount, as the former one
will be too old to be useful.
The intelligence of a paladin’s warhorse is 5-7 points. The number of hit
points per hit die of the steed will never be fewer than 50% of the level of
the paladin, i.e., a 4th level paladin means the warhorse he or she gains
will have at least 2 hit points per hit die, excluding the additional bonus of
+5, while a 16th level paladin’s special steed will have maximum hit
points (8) per die, of 5 X 8 = 40 +5 (additional hit points) = 45 total hit
points for 5 + 5 hit dice.
If the character loses paladinhood for any reason, there will be an
immutable enmity between character and mount, and the former will not
be able to ride the latter, while the steed will escape at first opportunity.
Again... the player isn't authoring anything... the rules of the game itself set the parameters for the "quest" up (which are implicitly accepted when one allows the paladin class and still worded as guidelines for the DM vs, strict rules), and the DM creates the actual "quest"... all the player does is decide when his character will undertake the quest. this is further supported by the fact that the PHB has none of the information pertaining to the "quest" within it, only the DMG does.
IMO, this is akin to claiming that by adventuring beyond the DM's created map the player is authoring new content because the DM now has to construct what lies beyond the border. On top of that it is unclear from the passages whether the entire quest is magical or mundane. If in fact it is magical... it's like claiming a spell authors setting content into the world. Both are ridiculously stretching what authoring actually means since in neither case does the player actually create anything... he or she is instead using an ability through his/her character... that's it.
EDIT: The only way this would be the player authoring content would be if he actually you know... authored content( decided what the quest was, who or what challenges he faced, the nature of the steed, etc)... the player in fact doesn't decide any of that and so is not authoring content.
At 4th level - or at any time thereafter - the paladin may
call for his warhorse; this creature is an intelligent heavy
warhorse, with 5 +5 hit dice (5d8 plus 5 hit points), AC 5, and
the speed of a medium warhorse (18"); it will magically
appear, but only one such animal is available every ten years,
so that if the first is lost the paladin must wait until the end of
the period for another.
So the 1e PHB actually states that this ability is a magical summoning...
Here is the relevant passage from the DMG...
The Paladin’s Warhorse:
When the paladin reaches 4th or higher level, he or she will eventually
call for a warhorse (as detailed in the PLAYERS HANDBOOK). It will
magically appear, but not in actual physical form. The paladin will
magically “see” his or her faithful destrier in whatever locale it is currently
in, and it is thereafter up to the paladin to journey to the place and gain
the steed. As a rule of thumb, this journey will not be beyond 7 days ride,
and gaining the mount will not be an impossible task. The creature might
be wild and necessitate capturing, or it might be guarded by an evil fighter
of the same level as the paladin, and the latter will then have to overcome
the former in mortal combat in order to win the warhorse. In short, the
gaining of the destrier is a task of some small difficulty which will take a
number of days, possibly 2 or more weeks, and will certainly test the
mettle of the paladin. Once captured or won, the warhorse knows its role
and relationship to the paladin, and it will faithfully serve thereafter for 10
years. Thereafter, the paladin must seek another mount, as the former one
will be too old to be useful.
The intelligence of a paladin’s warhorse is 5-7 points. The number of hit
points per hit die of the steed will never be fewer than 50% of the level of
the paladin, i.e., a 4th level paladin means the warhorse he or she gains
will have at least 2 hit points per hit die, excluding the additional bonus of
+5, while a 16th level paladin’s special steed will have maximum hit
points (8) per die, of 5 X 8 = 40 +5 (additional hit points) = 45 total hit
points for 5 + 5 hit dice.
If the character loses paladinhood for any reason, there will be an
immutable enmity between character and mount, and the former will not
be able to ride the latter, while the steed will escape at first opportunity.
Again... the player isn't authoring anything... the rules of the game itself set the parameters for the "quest" up (which are implicitly accepted when one allows the paladin class and still worded as guidelines for the DM vs, strict rules), and the DM creates the actual "quest"... all the player does is decide when his character will undertake the quest. this is further supported by the fact that the PHB has none of the information pertaining to the "quest" within it, only the DMG does.
IMO, this is akin to claiming that by adventuring beyond the DM's created map the player is authoring new content because the DM now has to construct what lies beyond the border. On top of that it is unclear from the passages whether the entire quest is magical or mundane. If in fact it is magical... it's like claiming a spell authors setting content into the world. Both are ridiculously stretching what authoring actually means since in neither case does the player actually create anything... he or she is instead using an ability through his/her character... that's it.
EDIT: The only way this would be the player authoring content would be if he actually you know... authored content( decided what the quest was, who or what challenges he faced, the nature of the steed, etc)... the player in fact doesn't decide any of that and so is not authoring content.
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