ForceUser
Explorer
I'm not to worried about my players trying to "exploit" the mount. If that's where you want to leave your extra stuff, fine. Load it up too much and it might be difficult to summon your mount, hop on and fight when you need to (Help me get this stuff off him, guys, so I can ride to battle...). For the record, teleport and similar high-level modes of transportation really hurt mounts in general (not just paladins) in 3.0. Why keep a 1,500 lb. horse around when your party can zip all over the world much more easily without one? Basic canonical game assumptions completely invalidated one of the paladin's coolest class features.Rashak Mani said:So what do you guys think of the new Paladin Mount being called in ?
My entire group remembered the Ultima Online Insta Bank Chest immediately. One even said he would call his mount "Bank" like in the game. I guess most people thought about the convenience of using the Paladins mount as an outer planar Bank safe.
Got too much treasure to haul off ? Load the poor Paladin's Mount till he cant walk anymore and then send him back to whatever plane he stays in !!!Recall him only when your in that expensive magic shop in the big city. Safe money.
Imprisoned ? No Problem... just recall the Mount with all your extra equipment in. Rogues certainly should stash (stealthy of course) an extra set of lockpicks in the Mounts saddlebags !
Anyone else have silly ideas on how to use the Paladin's dissapearing Companion ?
So from that point of view, I think the new paladin's mount was a needed fix for standard D&D. If you don't allow magical modes of transportation in your campaign then there's no point in using the summonable mounts, for sure. When you have to ride to get anywhere, mounts, mounted combat feats, and the Ride skill suddenly become very, very cool to have.
/tangent off
