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4th Edition Mounted Combat ... did I miss anything?
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<blockquote data-quote="frankthedm" data-source="post: 4184337" data-attributes="member: 1164"><p>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. </p><p></p><p>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.</p><p></p><p> 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?</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>DIRE WOLF </p><p>LEVEL 5 SKIRMISHER</p><p>LARGE NATURAL BEAST</p><p>INIT +5 SPD 8</p><p>AC 19 FORT 11 REF 14 WILL 14</p><p>HP/Bloodied: 47/23</p><p>Senses Perception +9</p><p>ATTACKS: Bite +12 (Str) vs AC; 1d10+4 AND Follow-up</p><p>Follow-up +7 vs Ref, requires cbt adv; knock prone </p><p>Gnaw +5 dmg to prone.</p><p>ABILITIES: Pack Hunter Cbt adv if ally adj to target</p><p>STR +6 (18) CON +6 (19) DEX +5 (16) INT -1 (5) WIS +4 (14) CHA +2 (11</p><p></p><p>Griffon</p><p>Large Natural Beast</p><p>Level 7 Brute</p><p>AC 19 Fort 19 Ref 17 Will 16 HP/Bloodied 67/33</p><p>Init +8 Spd 6 Fly 10</p><p>Senses: Perception +10</p><p>Immune: Fear</p><p>Attacks</p><p>Basic Melee: Claw; +12 vs AC; 2d6+8</p><p>Melee: Twin Claw; Standard; 2 Basic Melee attacks</p><p>Melee: Thunder Dive: Standard, charge while flying, +4 attack</p><p>Abilities</p><p>Death Frenzy: Once Bloodied; extra move each rd, +2 atk, -2 Def</p><p>Str +7 (18) Con +8 (21) Dex +8 (20) Int -1 (2) Wis +5 (15) Cha +6 (16)</p></blockquote><p></p>
[QUOTE="frankthedm, post: 4184337, member: 1164"] 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. 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) [/QUOTE]
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