Initiative when mounted

Re the rider's move-equivalent action while mount is moving - I rule (interpreting the stated rules in PHB) that this does actually have to take place while the mount is moving, or else it's lost - ie the mount can't move then you get a move eq + standard on top, after the mount has finished moving you only have a standard action left, like attacking once. This was more clearly stated in 3.0, 3.5 really muddied it up.

I houserule that quick mount/dismount as a free action has to be combined with a normal move to be free, otherwise it's still move-equivalent, ie same as drawing a weapon. It seemed pretty obvious to me that (dis)mounting must take at least as long as drawing a weapon!
 

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Hypersmurf said:
As written in the Core Rules, a lance (which can be wielded with one hand while mounted) is a two-handed weapon. A two-handed weapon adds 1.5x Str bonus to damage. Therefore a lance, wielded in one hand while mounted, is a two-handed weapon, and adds 1.5x Str bonus to damage - the same as if you wield it in two hands while mounted.

GAH!

Not this again! (thank Vecna we're still playing 3.0)

;)

AR
 
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Korak said:
Because the PC can spur it into action sooner that it would have noticed/reacted to the threat on its own?
Then the Dexy Rogue can smack the Wizard out of his flatt-footed stupor to have him pop-off a Fireball before his initiative? Or the fastest person shouts warnings to the others who are flat-footed because they haven't gone yet?

Why'd you allow that? There isn't a difference between the ones I proposed and your suggestion. A mount is part of the PC for simplicity sake unless it acts more like another party member.
 

S'mon said:
R
I houserule that quick mount/dismount as a free action has to be combined with a normal move to be free, otherwise it's still move-equivalent, ie same as drawing a weapon. It seemed pretty obvious to me that (dis)mounting must take at least as long as drawing a weapon!

That would be common sense, but I would disagree ruleswise. We have a specific skill which explains what happens, and a DC 20 is no laughing matter for weak on skill point fighting classes.

By the rules, I could plan on doing one of the following:
(1) <dismount as MEA> + <attack>
(2) <dismount as free action> + <full atack>
I can simply wait until the result of my skill check to see which sequence to employ.
 

Ridley's Cohort said:
That would be common sense, but I would disagree ruleswise. We have a specific skill which explains what happens, and a DC 20 is no laughing matter for weak on skill point fighting classes.

By the rules, I could plan on doing one of the following:
(1) <dismount as MEA> + <attack>
(2) <dismount as free action> + <full atack>
I can simply wait until the result of my skill check to see which sequence to employ.

This is a funny case where it was my own abuse of the riding rules as a player in Stalkingblue's game - constantly hopping on & off the horse to get extra move & attacks - that persuaded me to institute the above in my own game. Ride is a class skill for Fighters, my DEX 16 Fighter had no trouble making the DC 20 check most of the time; but even if she failed she could still dismount, 5' step & attack, after my horse had already charged and attacked. That didn't seem right at all to me, whatever the 3.5 rules said.
 

STRENGTH (STR)
Strength measures your character's muscle and physical power. This ability is especially important for fighters, barbarians, paladins, rangers, and monks because it helps them prevail in combat. Strength also limits the amount of equipment your character can carry.
You apply your character's Strength modifier to:
o Melee attack rolls.
o Damage rolls when using a melee weapon or a thrown weapon (including a sling). (Exceptions: Off-hand attacks receive only one-half the character's Strength bonus, while two-handed attacks receive one and a half times the Strength bonus. A Strength penalty, but not a bonus, applies to attacks made with a bow that is not a composite bow.)
o Climb, Jump, and Swim checks. These are the skills that have Strength as their key ability.
o Strength checks (for breaking down doors and the like).

I think the intent and the rules are pretty clear. If you use a weapon in 2 hands you get 1.5x str. If not, you don't. Note that it says two-handed attacks, not two-handed weapons. I'd hate to see DMs having to deal with 1.5x str lance attacks with one hand in their game when mounted charging is already nasty.
 
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Old Gumphrey said:
If you use a weapon in 2 hands you get 1.5x str.

That's right. Unless it's a light weapon.

If not, you don't. Note that it says two-handed attacks, not two-handed weapons.

Now look up two-handed weapons in the equipment section.

Weapons (apart from light weapons) wielded in two hands apply 1.5x Str bonus.

Two-handed weapons apply 1.5x Str bonus.

The two are not contradictory, but neither are they identical.

-Hyp.
 


Oh, somethign else to consider for that Gnome paladin. Get a shortbow INSTEAD of a Lance.

You can FULL ATTACK, with ranged weapons, while on a movingmount. Your mount pulls a double move, you full attack, all in the same round. What other character do you know, who can take a sixty foot "5' step", and then full attack?

^_^
 

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