Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
The alt.Mount Rules!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Spatzimaus" data-source="post: 847839" data-attributes="member: 3051"><p>I thought of limiting them by level, but it just isn't that unbalanced in the long run in practice.</p><p>I probably should have mentioned that our campaign uses a different weapon proficiency system than the core rules, which slightly nerfs some classes (including Paladins and Rangers).</p><p></p><p>From the sound of it, you're objecting to the Steady Pace ability, but:</p><p>> The Horseshoes of a Zephyr, which it's imitating, only cost 3000gp. Not a tiny amount, but not enough to deter people.</p><p>> It's almost verbatim the level 8 and level 10 abilities of the spell <em>Phantom Steed</em>, a 3rd-level spell. Or, you can view the "move over water" part as the 3rd-level Cleric spell <em>Water Walk</em></p><p>> By the time you can take that ability, the Wizards and Sorcerers in the group are already using <em>Fly</em>.</p><p></p><p>So, even if it's not quite appropriate for a level 7 ability, I wouldn't move it much further down the line. The problem is, if the mounts DON'T get this sort of movement capability, they just end up getting left behind. How many high-level groups Wind Walk everywhere, with the occasional Teleport? So, I'd rather err on the side of "too soon" than "too late", but it's a fine line.</p><p></p><p>It also saves some headaches if I don't have to limit certain abilities to certain levels.</p><p></p><p>One thing to note: even though these sound like a lot of abilities, compare a horse-based Mount using these rules to a Celestial Warhorse-based mount using the old rules: as a 10-HD creature the Celestial Warhorse would have Acid 15, Cold 15, Electrical 15, and DR 10/+3. It'd have Improved Evasion, SR 20, and Smite Evil. It'd receive a +10 Natural Armor boost, +4 STR, and have an INT of 9.</p><p></p><p>Coincidentally, using the Build-A-Mount system, you'd have +9 Natural Armor, 7 points to put into stats (starting from an INT of 8), SR 20. You'd have 7 Special Abilities; 1 gives you Improved Evasion, 1 gives extra resistances to be comparable to the Celestial template, 3 give you DR 15/+3, and one gives Smite Chaos. At this point, you're pretty much even with the Celestial Warhorse, with 1 spare Special Ability.</p><p></p><p>Except, you have less HP/saves/BAB since the Hit Dice weren't changed retroactively, so that means you're pretty much dead even with the Paladin who waited ONE LEVEL to take a Celestial horse.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 847839, member: 3051"] I thought of limiting them by level, but it just isn't that unbalanced in the long run in practice. I probably should have mentioned that our campaign uses a different weapon proficiency system than the core rules, which slightly nerfs some classes (including Paladins and Rangers). From the sound of it, you're objecting to the Steady Pace ability, but: > The Horseshoes of a Zephyr, which it's imitating, only cost 3000gp. Not a tiny amount, but not enough to deter people. > It's almost verbatim the level 8 and level 10 abilities of the spell [i]Phantom Steed[/i], a 3rd-level spell. Or, you can view the "move over water" part as the 3rd-level Cleric spell [i]Water Walk[/i] > By the time you can take that ability, the Wizards and Sorcerers in the group are already using [i]Fly[/i]. So, even if it's not quite appropriate for a level 7 ability, I wouldn't move it much further down the line. The problem is, if the mounts DON'T get this sort of movement capability, they just end up getting left behind. How many high-level groups Wind Walk everywhere, with the occasional Teleport? So, I'd rather err on the side of "too soon" than "too late", but it's a fine line. It also saves some headaches if I don't have to limit certain abilities to certain levels. One thing to note: even though these sound like a lot of abilities, compare a horse-based Mount using these rules to a Celestial Warhorse-based mount using the old rules: as a 10-HD creature the Celestial Warhorse would have Acid 15, Cold 15, Electrical 15, and DR 10/+3. It'd have Improved Evasion, SR 20, and Smite Evil. It'd receive a +10 Natural Armor boost, +4 STR, and have an INT of 9. Coincidentally, using the Build-A-Mount system, you'd have +9 Natural Armor, 7 points to put into stats (starting from an INT of 8), SR 20. You'd have 7 Special Abilities; 1 gives you Improved Evasion, 1 gives extra resistances to be comparable to the Celestial template, 3 give you DR 15/+3, and one gives Smite Chaos. At this point, you're pretty much even with the Celestial Warhorse, with 1 spare Special Ability. Except, you have less HP/saves/BAB since the Hit Dice weren't changed retroactively, so that means you're pretty much dead even with the Paladin who waited ONE LEVEL to take a Celestial horse. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
The alt.Mount Rules!
Top