Aluvial
Explorer
Now we are talking toast... what do you think about the situation where the Fighter dismounts, leaving the halfling on an uncontrolled mount? -5 for ill-suited mount? I believe that it has something to do with the saddle/bridle/reigns. These are made for the Medium creature not for the Small one... I think the Small character is going to have more difficulty controlling the larger mount...ElectricDragon said:I wouldn't require the halfling riding behind the fighter to make a control mount check (DC 20) because the fighter is doing that. And whether the fighter makes of fails the check, the halfling has to make a DC 5 Ride check to use both hands (I am assuming he uses device-propelled missile attacks) at a -5 penalty for ill-suited mount (for him). Also, he would not get any bonus from a military saddle unless he had one specially made with two sets of stirrups (the back set shorter than the other) and the Animal Affinity feat and 5 ranks in Handle Animal would not help him (he is not controlling the mount), meaning he has to make a DC 10 ride check to fire his bow (or whatever). The attack would be normal on a single move and -4 on a double move (made at the mid-point of the move) or -8 when running (also at the mid-point of the move). With these restrictions, he could even make a full attack.
If you left the other combatants behind and continue to flee (and do not cast spells, shoot bow, etc.) then only the first Ride check is necessary. If the rider is still combatting his foes, he has to continue making the checks each round.
Of course, all of this is my opinion, not a hard-fast rule.
Ciao
Dave
I reason like this.... what are the penalties (in the rules) for a Tiny creature who rides a Huge mount. None! But clearly this isn't right. A (riding) elephant (not made for war), is attacked... The elephant freaks... what does a Tiny creature do? There should definitely be a penalty to try and control the mount here!
Also, what about horses who are spooked? Do they try to buck their rider? Do they just stop cooperating (look like this is the rule)? Do they try and flee (most likely)?
This is what I'm considering.... Most of this is extrapolated from the rules. I wouldn't exactly call it made up...
LOGICALLY EXTENDED MOUNTED COMBAT RULES
1) Creatures usually use mounts that are one size larger then they are.
2) Creatures who are more than one size category smaller than their mount take a -5 penalty on applicable Ride checks (Control, Guide w/ Knees, etc) UNLESS, the mount is equipped with special saddle/bridle/reigns designed for the smaller size.
3) Creaturs who cast offensive spells from horseback (see invisibility for description of offensive spell) spook horses in the act of casting as if it were in combat. They must make a No Action Concentration check DC 10 + spell level to finish the casting of the spell. It would be natural to assume that at the finish of the spell that the horse becomes spooked (as if it were in combat).
4) Horse is spooked. I think that if you fail your first Ride check DC 20 to control your mount, it becomes Shaken (-2 to rolls) and will stay in the same space. If you fail a second check DC 20 to control your mount, it becomes Frightened (-2 to rolls and FLEES) possibly provoking Attacks of Opportunity for both horse and rider. A rider on a fleeing horse must make a No Action Ride check DC 5 (Stay in Saddle) each round or fall from your mount.
5) If you fall from a Medium or Large Mount the falling damage is 1d6. Larger mounts may require more dice if the fall is longer distance! A No Action Ride check DC 15 (Soft Fall) will negate the first 10' (1d6) of damage. A No Action Tumble check DC 15 will accomplish the same thing. Either way, you end up prone.
5.5) A Free Action Ride check DC 20 (Fast Dismount) requires that you have at least a Move Action left in the round. If you do, say after you make a No Action Stay in Saddle check (see 4) from the start of the round, you can try to Fast Dismount and land on your feet. Failure means that you take damage and fall prone. I would allow a No Action Tumble check DC 15 to negate 10' of falling damage at this point.
6) If you are on a Fleeing/Frightened mount, may as a Move Action may make a Ride check DC 20 to regain control of your frightened mount.
7) An unattended fleeing horse moves out of sight of combat and then continues to move for 1d4 rounds thereafter before stopping. For sake of ease, a rider can collect their horse in 1d4 minutes thereafter (after combat) with a DC 10 Survival check.
Good for a start I believe...
Aluvial
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