Mounted Arkery - I WIN YO... *I*... *WIN*


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I just read over the section in the SRD on mounted combat. It says that you can get only a single melee attack in a round when your mount moves more than 5 feet, because you need to wait for the mount to get you there before you can attack.

Sadly, it doesn't clarify whether that limitation applies to ranged attacks. To many, the fact that it mentions the limit specifically w/regard to melee attacks would suggest that it doesn't apply to ranged attacks.

You can use ranged weapons while your mount is taking a double move, but at a -4 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed), at a -8 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally
 

[MENTION=6669384]Greenfield[/MENTION]: Int(Zero) because taking actions are instinctive.

IMO part of the mount's training is teaching it to "ready an action" to respond to its rider's instructions by default ... which is why they default to reacting on their rider's Initiative. Therefore I personally would have the rider declare he's giving his mount free-rein to concentrate upon his ranged combat then assign both Initiatives for their respective actions ... which could result in the mount reacting to a perceived threat and moving away as/before the rider makes his attack(s) and incurring the appropriate adjustments. Likewise, the rider could find himself in a situation where he decides to move rather than attack but having to await his mount's turn todo so.

Anest1s is correct - the mount's 5 foot movement only affects melee combat because it moves you beyond weapon range/reach and thus not applicable to ranged combat; which incurs its own tohit modifiers and are halved if you have the Mounted Archery feat.
 

Taking an action is instinctive.

Running from danger is instinctive.

Deciding not to take an action until a certain moment isn't.

The training of a warhorse or other battle trained mount is to *not* run from everything that advances on you.

And the key to coordinating a Ready Action is that you be able to communicate the details of the plan to your mount, and the mount be intelligent enough to carry them out.
 

You can use ranged weapons while your mount is taking a double move, but at a -4 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed), at a -8 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally
I stand corrected. The part about full attack is in the SRD, and I just plain missed it.

I'd have a problem with the idea of a rider taking a full round attack before or after a mount moves, for the same reason you can't take a full action after moving when on foot.
 

From my "That's Unrealistic!" thread:
[ame=http://www.youtube.com/watch?v=2yorHswhzrU&feature=player_embedded]YouTube - ‪Archery Rapid Fire Hun Archery Kassai‬‏[/ame]

Skip to 2:25 for the mounted archery bit if you want, but the video as a whole is good for dispelling incorrect assumptions about the limits of archery.

Actual, real people, for millennia, have been using the "Parthian Shot" tactic of shooting their bows pretty much without hindrance, simultaneously as their mount gallops away from the enemy.
 

If anything, archery is dramatically toned down in DnD, when compaed to RL.

Mounted Archery feat, and the chain leading to it, is well worth your while, IF you are sure you are going to be spending enough of your adventuring time on open plains, deserts, grasslands, tundra, areas above the tree line, volcanic landscapes, etc. Head into a forest, city, town, dungeon, gorge, cliff face, mountain side, underwater, or ship, and it becomes slightly less useful. Well, until your mount can fly / swim / burrow.
 

I'd have a problem with the idea of a rider taking a full round attack before or after a mount moves, for the same reason you can't take a full action after moving when on foot.

You cant take a full action after moving on foot because YOU already took your turn's action. Your mount can move after/before/during your attack because its action is separate from your own and thus consistent with actions per round rules.

I agree "Deciding not to take an action until a certain moment isn't" instinctive which is why mounts are routinely trained to do so ... because otherwise they wouldn't have an action prepared to react during their rider's turn according to RAW and thus would HAVE to move/etc during their own initiative.

The rider needs to know if/how his mount's training so he can anticipate and prepare his own actions. Generally speaking, an untrained mount should instinctively flee from a perceived threat. So which seems easier/more reasonable: training it to warily move away from that threat or standing its ground/advance towards it as commonly done by warhorses? If anything the DC for Visigani's request should be lower than the normal Defense trick.
 

I didn't say I don't know the rules, I just asid I have a problem with it.

I was considering that, while a round is six seconds, everyone (including the horse) is taking their actions in the same six seconds.

If I didn't have time in six seconds to both take a full move and then stop and swing a sword 4 times, why would it make a difference if its the horse that's taking a full move before I stop and swing that sword 4 times? The time he spends moving, I spend sitting on his back. It isn't available to me to use after the movement is done.

Think of it this way: I have to Ready my action until the horse stops moving, then attack. Does that make any better sense of the time sequence, the way I see it?

On a related note, I used to play in a Blood Bowl league. One player tried this combo: Ogre carries Human, who carries Snotling, who carries ball. Ogre takes a full move then sets down the Human, who then takes a full move before setting down the Snotling, who takes a full move over the goal line, all in one turn.

Dispel BS was cast, and there was much rejoicing! :)
 

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