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As easy as falling off a horse...
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<blockquote data-quote="Primitive Screwhead" data-source="post: 2339730" data-attributes="member: 20805"><p>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.</p><p></p><p>Its not really well done in the rules for the Ride skill as that assumes a willing mount.. so:</p><p> please critique. the game is next Saturday <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>====</p><p>Riding a Bucking Bronco.. {getting mounted is another story}</p><p></p><p>The Bronco takes a Full Round action with the following options:</p><p>- Straight Line: moves up to a normal move forward. DC = 10 + Wis Mod + 2X Str Mod</p><p>- Crazy Walk: Moves up to half normal move in random directions. DC = 10 + Dex Mod + 2X Wis Mod</p><p>- Sit – n – Spin: Stays in place, spinning widly. DC = 10 + Str mod + 2X Dex Mod</p><p>- Normal Bucking: DC = 10 + Str Mod + Dex Mod + Wis Mod.</p><p></p><p>The rider may make a Sense Motive check against the mounts Bluff to gain a +2 bonus to their Ride check.</p><p></p><p>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.</p><p></p><p>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.</p><p>==============</p><p>FYI: normal horse Abilities: Str 14, Dex13, Con 15, Int 2, Wis 12, Cha 6</p><p>This means the DCs will normally be 14 or so.</p><p></p><p>Thanks for the useful suggestions!</p><p></p><p>{edit}</p><p>Reread upthread on the other posting.. <a href="http://www.enworld.org/showthread.php?t=136462" target="_blank">http://www.enworld.org/showthread.php?t=136462</a></p><p></p><p></p><p>Now I have a conundrum.. these rules look elegant and easy to work with!</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 2339730, member: 20805"] 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 :) ==== 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.. [url]http://www.enworld.org/showthread.php?t=136462[/url] Now I have a conundrum.. these rules look elegant and easy to work with! [/QUOTE]
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