Primitive Screwhead
First Post
Another thread, and the fact that one of my players may soon require the use of these rules, inspired me to think of how to handle a bucking bronco.
Its not really well done in the rules for the Ride skill as that assumes a willing mount.. so:
please critique. the game is next Saturday
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Riding a Bucking Bronco.. {getting mounted is another story}
The Bronco takes a Full Round action with the following options:
- Straight Line: moves up to a normal move forward. DC = 10 + Wis Mod + 2X Str Mod
- Crazy Walk: Moves up to half normal move in random directions. DC = 10 + Dex Mod + 2X Wis Mod
- Sit – n – Spin: Stays in place, spinning widly. DC = 10 + Str mod + 2X Dex Mod
- Normal Bucking: DC = 10 + Str Mod + Dex Mod + Wis Mod.
The rider may make a Sense Motive check against the mounts Bluff to gain a +2 bonus to their Ride check.
Failure of the Ride check results in the rider falling from the horse, taking 1d6 falling damage. If the horse has Combat Reflexes, it can take an Hoof attack against the rider as an AoO.
When it is important to know where the rider fell, use the thrown weapon scatter diagram. If the horse has an awakened intelligence, it can alter the result of this roll by as much as its Int Mod.
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FYI: normal horse Abilities: Str 14, Dex13, Con 15, Int 2, Wis 12, Cha 6
This means the DCs will normally be 14 or so.
Thanks for the useful suggestions!
{edit}
Reread upthread on the other posting.. http://www.enworld.org/showthread.php?t=136462
Now I have a conundrum.. these rules look elegant and easy to work with!
Its not really well done in the rules for the Ride skill as that assumes a willing mount.. so:
please critique. the game is next Saturday

====
Riding a Bucking Bronco.. {getting mounted is another story}
The Bronco takes a Full Round action with the following options:
- Straight Line: moves up to a normal move forward. DC = 10 + Wis Mod + 2X Str Mod
- Crazy Walk: Moves up to half normal move in random directions. DC = 10 + Dex Mod + 2X Wis Mod
- Sit – n – Spin: Stays in place, spinning widly. DC = 10 + Str mod + 2X Dex Mod
- Normal Bucking: DC = 10 + Str Mod + Dex Mod + Wis Mod.
The rider may make a Sense Motive check against the mounts Bluff to gain a +2 bonus to their Ride check.
Failure of the Ride check results in the rider falling from the horse, taking 1d6 falling damage. If the horse has Combat Reflexes, it can take an Hoof attack against the rider as an AoO.
When it is important to know where the rider fell, use the thrown weapon scatter diagram. If the horse has an awakened intelligence, it can alter the result of this roll by as much as its Int Mod.
==============
FYI: normal horse Abilities: Str 14, Dex13, Con 15, Int 2, Wis 12, Cha 6
This means the DCs will normally be 14 or so.
Thanks for the useful suggestions!
{edit}
Reread upthread on the other posting.. http://www.enworld.org/showthread.php?t=136462
kjenks said:I like an opposed Ride vs. Grapple.
(The following rules are entirely my invention.)
Treat it kind of like a grapple attack.
Entering the hostile mount's square provokes an AoO (like grapple step 1) unless you have the Mounted Combat feat. According to the (sadly untrustworthy) Rules of the Game articles, you need to be in the mount's square to mount up.
Mount as a move action, or make a Ride check DC 20 to mount as a free action (kind of like grapple step 2).
Now, since the mount is hostile, he gets an immediate grapple check, opposed by your Ride skill, to buck you out of the saddle (kind of like grapple step 3). If he wins, you're prone in an adjacent square. Use the usual Ride rules for falling from the saddle. (Choose a square randomly, or a mount with Int 3+ gets to choose which square you're in.) As usual with opposed rolls, ties go to the highest bonus, or reroll if same bonus and same total.
The rider must "pin" the hostile mount (rider's Ride check opposing the mount's grapple check) to get it under control. Every round, the rider must spend a move action and win an opposed Ride vs. grapple to keep the hostile mount under control. Failure means you're bucked from the saddle.
A hostile mount under a rider's control can only run, make move actions or make mounted charges. It won't attack anybody unless the rider also makes a Handle Animal check, per the Handle Animal rules.
So, under these rules, if you move in and mount up on a hostile mount, the mount gets a round of bucking (opposed grapple vs. your Ride skill) or biting (attack with natural weapon at -4, per grapple rules) to unseat you before you can get another attack action to get it under control.
That should be quite cinematic and lots of fun.
Now I have a conundrum.. these rules look elegant and easy to work with!
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