Kaisoku said:
The problem with Mounts is twofold:
1. It follows the same problems as the Summoning/Animal Friend problem. If you have a second creature you control it can take up more time at the table and thus hurt peoples feelings, or something like that..
Generally it is less hurt feeling and more of “when is it going to get to my turn?” or “Am I even needed in the fight?” 1d4+1 Augmented Summoned animals hit with an Animal growth spell will make most front line characters wonder about their role in the party. Especially if that summon pack has improved grab.
A cool mount can lead to hurt feelings because there are so few ways to get one. The Paladin is sitting pretty with his, but any other character has to take a sub optimum cohort choice and / or get the DM to put higher HD mounts on the market.
Kaisoku said:
2. So you spend some cash and now you have a whole slew of bonuses. It's stepping outside the itemization they've built for themselves in 4e. By a mount, and voila! Faster movement, possible extra actions, at the very least extra combat maneuvers (more options, more flexibility).
If you put this in a magic item, it'd be priced very high, and not available at lower levels... except that it's just a horse, so it also makes no sense at all to price them astronomically higher than normal purchases, and to limit the level would make me a sad Panda.
The 4e system has painted itself into a corner of mechanics that makes Horses and Mounted combat a little bit awkward to implement. I'm not surprised at all that it won't be in the first PHB.. but I'm a little surprised that it might have been forgotten when balancing the rest of the mechanics in the game.
Yeah, it does sound like the rider would have to choose between making his attack or having the mount make it’s attack. Al least then the balance would just need to be made between the rider’s at will and the mounts at will. Using the griffon for an example, at what level does a player have at will attacks comparable to two attacks at +12 for 2d6+8?
And that still leaves HP issues. Attacks directed at the mount are attacks not directed at the party, functioning as Bonus HP. Healing mounts that the party does want to keep alive will be a problem since healing surges are now the main ‘healing method’ and only paladins can ‘give’ them to others. the mount might have one, but this means that it's role will be more of a ride to get to the adventure, rather than the mount you have the adventure with.
Also would push, pull and slide take folks off their mounts? If they do being mounted while airborn is WORSE that in 3E where maximized fireballs ashed mounts. If they don’t, that will be a huge powerdown to the abilities that work off those mechanics.
DIRE WOLF
LEVEL 5 SKIRMISHER
LARGE NATURAL BEAST
INIT +5 SPD 8
AC 19 FORT 11 REF 14 WILL 14
HP/Bloodied: 47/23
Senses Perception +9
ATTACKS: Bite +12 (Str) vs AC; 1d10+4 AND Follow-up
Follow-up +7 vs Ref, requires cbt adv; knock prone
Gnaw +5 dmg to prone.
ABILITIES: Pack Hunter Cbt adv if ally adj to target
STR +6 (18) CON +6 (19) DEX +5 (16) INT -1 (5) WIS +4 (14) CHA +2 (11
Griffon
Large Natural Beast
Level 7 Brute
AC 19 Fort 19 Ref 17 Will 16 HP/Bloodied 67/33
Init +8 Spd 6 Fly 10
Senses: Perception +10
Immune: Fear
Attacks
Basic Melee: Claw; +12 vs AC; 2d6+8
Melee: Twin Claw; Standard; 2 Basic Melee attacks
Melee: Thunder Dive: Standard, charge while flying, +4 attack
Abilities
Death Frenzy: Once Bloodied; extra move each rd, +2 atk, -2 Def
Str +7 (18) Con +8 (21) Dex +8 (20) Int -1 (2) Wis +5 (15) Cha +6 (16)