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Is mounted combat just a waste of time?
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<blockquote data-quote="jodyjohnson" data-source="post: 3203893" data-attributes="member: 5590"><p>I find mounts very useful in sub 10th campaigns which also seems to be the more popular level range anyway.</p><p></p><p>We invest minor points in ride and do not pursue the mounted feats. Basically we treat them as possibly one shot resourses with the capability of lasting much longer.</p><p></p><p>A single warhorse at 400gp can save you from potentially 30-40hp of damage which if directed at you could require 5-7 Cure Light Wounds, 2-4 Cure Moderate Wounds, or 2-3 Cure Serious Wounds. They cost between a 300gp CMW potion and a 750gp CSW potion.</p><p></p><p>They are vulnerable to area attacks but so are henchmen, hirelings, cohorts, and Sorceror/Wizards/Rogues/Bards.</p><p></p><p>Benefits are higher speed, higher AC (with using mount as cover rule), ablative hit points, higher carrying capacity, potential extra attacks, scent, and effectively more move actions per turn.</p><p></p><p>In Eberron a Magebred mount can have enough hit points to survive the typical 10d6 fireball/lightning bolt (35 average vs. 39 or so hp). At 9th you could make your own Clockwork Steed (MMIV) or buy one earlier (~60 hp).</p><p></p><p></p><p>Overall I don't think pursuing the full Spirited Charge chain or using Wild Cohort is worth it most of the time. However if you want to name and get attached to your horse, Paladin, Druid and Wild Cohort are better (or Ranger with Natural Bond).</p><p></p><p>Dire Horse, Magebred Horse, Clockwork Steed, Dinomount, or Griffon are hardier. Hippogriff and Pegasus are a little squishy.</p><p></p><p></p><p>Any kind of dungeon delving we do usually requires an entourage so watching the horses isn't a bid deal. In town they stay at the stable just like the packs and heavy armor/weapons stay at the inn.</p></blockquote><p></p>
[QUOTE="jodyjohnson, post: 3203893, member: 5590"] I find mounts very useful in sub 10th campaigns which also seems to be the more popular level range anyway. We invest minor points in ride and do not pursue the mounted feats. Basically we treat them as possibly one shot resourses with the capability of lasting much longer. A single warhorse at 400gp can save you from potentially 30-40hp of damage which if directed at you could require 5-7 Cure Light Wounds, 2-4 Cure Moderate Wounds, or 2-3 Cure Serious Wounds. They cost between a 300gp CMW potion and a 750gp CSW potion. They are vulnerable to area attacks but so are henchmen, hirelings, cohorts, and Sorceror/Wizards/Rogues/Bards. Benefits are higher speed, higher AC (with using mount as cover rule), ablative hit points, higher carrying capacity, potential extra attacks, scent, and effectively more move actions per turn. In Eberron a Magebred mount can have enough hit points to survive the typical 10d6 fireball/lightning bolt (35 average vs. 39 or so hp). At 9th you could make your own Clockwork Steed (MMIV) or buy one earlier (~60 hp). Overall I don't think pursuing the full Spirited Charge chain or using Wild Cohort is worth it most of the time. However if you want to name and get attached to your horse, Paladin, Druid and Wild Cohort are better (or Ranger with Natural Bond). Dire Horse, Magebred Horse, Clockwork Steed, Dinomount, or Griffon are hardier. Hippogriff and Pegasus are a little squishy. Any kind of dungeon delving we do usually requires an entourage so watching the horses isn't a bid deal. In town they stay at the stable just like the packs and heavy armor/weapons stay at the inn. [/QUOTE]
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Is mounted combat just a waste of time?
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