From Andy Collins' message boards:
This change was instituted in direct response to one of the biggest complaints we heard about the paladin's mount: that the character never got to use it, because the DM wouldn't ever write all-day-long outdoor adventures where mounted characters could shine. Or they'd travel a few miles to the dungeon, then the paladin's mount would get eaten while the party was inside. Or the party would want to teleport somewhere, but they couldn't bring the mount because it was too heavy. Etc, etc.
Now, the paladin has the option of magically calling (not summoning, my bad) the mount--once per day--when she needs it. The long duration means that even at 5th level, it's good for an all-day mount if that's what's required.
But if the character only needs the mount for a short period of time, or if she needs to return it to the "celestial realms in which it resides" because having a Large creature around just isn't conducive to the party's success right now, she can dismiss it.
The new ability's also more forgiving for dead mounts (a year and a day is often an entire career for adventurers). If the special mount dies, a new one can't be called for 30 days, during which the paladin suffers a -1 penalty on attack and weapon damage rolls.
The paladin is an inherently "mystical" character, with a plethora of supernatural and spell-like abilities, not to mention spellcasting from level 4. This ability aims to fit in with that flavor.
Andy Collins
Senior Designer
Wizards of the Coast Roleplaying R&D
Cheers!
This change was instituted in direct response to one of the biggest complaints we heard about the paladin's mount: that the character never got to use it, because the DM wouldn't ever write all-day-long outdoor adventures where mounted characters could shine. Or they'd travel a few miles to the dungeon, then the paladin's mount would get eaten while the party was inside. Or the party would want to teleport somewhere, but they couldn't bring the mount because it was too heavy. Etc, etc.
Now, the paladin has the option of magically calling (not summoning, my bad) the mount--once per day--when she needs it. The long duration means that even at 5th level, it's good for an all-day mount if that's what's required.
But if the character only needs the mount for a short period of time, or if she needs to return it to the "celestial realms in which it resides" because having a Large creature around just isn't conducive to the party's success right now, she can dismiss it.
The new ability's also more forgiving for dead mounts (a year and a day is often an entire career for adventurers). If the special mount dies, a new one can't be called for 30 days, during which the paladin suffers a -1 penalty on attack and weapon damage rolls.
The paladin is an inherently "mystical" character, with a plethora of supernatural and spell-like abilities, not to mention spellcasting from level 4. This ability aims to fit in with that flavor.
Andy Collins
Senior Designer
Wizards of the Coast Roleplaying R&D
Cheers!
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