I have a player with a centaur monk. He is 9th level. Racial movement is 40, unarmored monk gives a boost of 15 by 9th level, he took the mobile feat to add another 10. He keeps searching magic shops for Horseshoes of speed. If I give him those it will boost his WALKING speed to 95! And the shoes don't even require attunement. Should I allow this?
I will point out that, having played my Monk from 1-13 so far, it is VERY rare I wanted or felt I needed any speed beyond what my class abilities added. That said, I don't think this crazy movement speed will actually "break" anything and may well add a few fun bits to the adventure, so I'd allow it, with the understanding that if I feel it's being abused in some fashion (can't think of a specific right off) I would deal with it by removing the item in some fashion. I would simply make sure the player(s) understood the idea of "I think that sounds fun and interesting, but if it starts "breaking" stuff, I will need to nerf it"
With just the basic Monk speed, I have had my party disengage and flee, while I held back, impeding pursuit. Once my party was far enough out, I just triple dash and outrun whatever was chasing us. Makes for interesting narrative when the DM realized my Monk actually COULD, without cheating anything, outrun a horse lol. We agreed that any extended use of this double or triple dashing would result in Con checks to make sure I could keep it up, but thus far, it's been 2-3 rounds at best I have had to race like a madman.
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I see the problem, and it's mostly down to the Mobile feat meaning he won't get attacks of opportunity, thereby allowing him to do the following:
Move in with 95 foot movement speed
Attack
move away, too far from an enemy to hit him with melee attacks without Dashing
Dash with Step of the Wind if necessary
Repeat ad-infinitum
Creatures that lack a ranged attack can never attack him at all, and he can continually just zoom in, smack them, and zoom off. This sounds entertaining... once. And then it becomes tedious. I'm having a similar issue with a Blood Hunter Marksman Crossbow Expert who uses a gem of seeing and then has the Bard cast darkness on him. It was fun the first time or two, and then it becomes a little repetitive, forcing me to design encounters that can threaten him without just nullifying this strategy completely (since there's nothing wrong with doing it, it just makes it really hard to threaten him).
Just don't give him horseshoes of speed. Players shouldn't expect to find magic items that they've read up on; it's total metagaming. How does his character even know that such things exist? Have they ever existed in your game world?
Next time the player asks about it, I'd confront that kind of metagaming behaviour. Hopefully your other players aren't doing the same kind of thing. The only magic items they find should be the ones you've specifically written into the game for them to find.
I would let him have them. And I’d use readied actions to be able to hit him if he pulls stunts like running in and out of melee by 60-90 feet a round. That’s the same thing that I do as a player to hit flying opponents who have Flyby Attack.
I would definitely have a “cowboy” try to “break him” the way they ride wild horses at least once!
By RAW it is definitely legal. It is one of the most powerful items an equine can get. They even say "horse or similar creature". Clearly a centaur is a similar creature.
I personally would consider a house rule that they require attunement by the creature they are attached to. The book does not mention it because normally your mount has no attuned items so it does not matter.
I would also rule the same for the horseshoes of Zephyr and that you cannot wear both at the same time. Ignoring difficult terrain, running on water or lava and leaving no tracks is similarly powerful.
Please note, a Flying Carpet has a speed of 80 and also does not require attunement. Perfect for the long range archer or spellcaster.
Just pointing out that mobility isn't blanket immunity to Attacks of Opportunity, just an attack of opportunity from the centaur's attack target. Sucks for the solo monster, but a group is going to recognize the Centaur as the major threat to neutralize as soon as that shenanigan is pulled.
I"m picturing a rival party called Speed Trap whose sole purpose is to take this centaur down. Or this Monk's pushing of the limits has drawn the attention and ire of the Speedforce, which will send challengers.
A jerk DM could claim "similar creature" to a horse is not necessarily granted to everything with a quad of equine legs, the humanoid torso disrupting the "similarity" so zerbra's and unicorns yes, centaurs no. But that's a jerk DM.
Kinda surprised the horseshoes don't require attunements, especially given that horseshoes aren't "slip ons." I guess this was a magic item intended for mounts, so attunement wasn't considered as I don't think attunement is a thing outside of PC/NPCs? I could see a DM requiring attunement if a character wants to have the shoes nailed on. Given the dynamics we're discussing, it seems warranted.
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Jander Sunstar is the thinking person's Drizzt, fight me.
Horseshoes of speed don’t require attunement because they were written for mounts which have no official attunement slots. But I would totally allow it, back in 2e I had a Tiefling with cloven hooves that used a pair of horseshoes of speed. Your player’s centaur can’t wear regular boots of speed, or boots of elvenkind, or any of the magic boots for that matter, nor slippers of spider climbing for that matter. And they have a dickens of a time climbing too. And it’s not like you can’t address things as a DM, if there are groups of monsters then at least some of them will get OAs in as the centaur races past, and enemies with ranged attacks will always be a threat.
There are some potentially significant downsides to being a centaur, as a trade off I’d allow horseshoes of speed. At high enough levels I would even be okay with horseshoes of a zephyr depending on whatever other magic items were in the campaign. But I wouldn’t let them be purchased at a shop, I’d make it a quest to get them so they can at least feel like they’ve earned their “racing stripes.”
I would let him have them. And I’d use readied actions to be able to hit him if he pulls stunts like running in and out of melee by 60-90 feet a round. That’s the same thing that I do as a player to hit flying opponents who have Flyby Attack.
I would definitely have a “cowboy” try to “break him” the way they ride wild horses at least once!
It's all very well holding attacks of opportunity and whatnot on a forum, but it's not realistic for combats against a 95ft movement speed centaur who can simply choose to attack another target as soon as it sees that its original target was holding an action. There are additionally a bunch of other party members that the monsters need to be thinking about dealing with, so holding a bunch of actions each turn isn't realistic.
It also requires the DM to modify the tactics of monsters to meet a particular requirement of a single character. You do get the same effect when the party gains the ability to fly easily, whether by a carpet of flying or just casting fly, so this isn't just a horseshoe issue, and the DM has to build the game around it. Either you use tactics to prevent it and give monsters additional abilities, or you just run with it and let them feel extra powerful.
I don't see any issue. I have a level 10 shadow monk with boots of speed and the Mobile feat. It gives him 120' walking speed at the cost of a bonus action for 10 minutes every day. Without it he still has 60' movement and a bonus action 60' teleport in dim light or darkness. The teleport has often proved more useful than the boost to walking speed and it is a standard feature. In addition, 60' by itself is almost enough to run in, attack and run out and the character can still use a ki point to dash as a bonus action if they really want to.
I can run circles around a party. However, they are IN a party. He might be able to run away better than anyone else but the character stays around to engage in combat and support the party. Don't expect them to make an easy target - but 55' of movement and mobile already does that. Making it 85' gives them more options but won't change much.
I also have a tabaxi monk in a game I am running and the tabaxi can double their movement in a turn at will but don't regain the ability until they spend a turn without moving. It has never been a problem.
However, in terms of encounter design, try to have some options that can do ranged damage so that if the party does choose to use a kiting strategy you have something to make it a bit of a challenge.
Anyway, if you and the player think it would be fun .. I'd say go for it.
Creatures that lack a ranged attack can never attack him at all, and he can continually just zoom in, smack them, and zoom off. This sounds entertaining... once. And then it becomes tedious.
It also becomes dangerous. I had a monk in my game who did this. Since the monsters couldn't hit him, they hit other party members instead. Downed party members, since that was all they could reach.
The monk was taunting the monsters with variants of "ha ha can't hit me", so I felt little guilt about having the monster (a bugbear, I think, it was a while ago) smack the downed party member. Also in my defence, the monk's player did it three rounds in a row, allowing the bugbear to get the other character to three death saves.
More practically, I have a character in my Tuesday game with lots of movement. I've told the player that my battle mat only has 120ft on it, and most battles happen in the middle, so any movement over 60ft is pretty much pointless.
Creatures that lack a ranged attack can never attack him at all, and he can continually just zoom in, smack them, and zoom off. This sounds entertaining... once. And then it becomes tedious.
It also becomes dangerous. I had a monk in my game who did this. Since the monsters couldn't hit him, they hit other party members instead. Downed party members, since that was all they could reach.
The monk was taunting the monsters with variants of "ha ha can't hit me", so I felt little guilt about having the monster (a bugbear, I think, it was a while ago) smack the downed party member. Also in my defence, the monk's player did it three rounds in a row, allowing the bugbear to get the other character to three death saves.
More practically, I have a character in my Tuesday game with lots of movement. I've told the player that my battle mat only has 120ft on it, and most battles happen in the middle, so any movement over 60ft is pretty much pointless.
Don't feel bad about smacking downed players - in fact, do it every time once your players know how the game works! Like, don't do it to level 1 characters in the first session, but once they're level 5, definitely keep smacking.
If you have an NPC who goes to death saves, the party will smack him when he's down. Your monsters should do the same, especially if they've seen healing magic used.
Sounds like it should be fair to apply from what everyone has already said. You might need bigger battlemaps on the table or VTT if you use them :-) As my party levels up, I do find that the necessary space required for a battle increases (unless you deliberately herd them into narrow spaces of course!).
The Monk in my campaign has done something similar. His current speed is 80ft and he has the mobile feat too. It does allow him to get in and out quite a bit, but he's had it for three levels now and it hasn't proven broken by any means. To be honest it's the two heavy tanks that pin down enemies that are more troublesome, from the point of view of stopping the monk getting hurt. I would personally allow it. It fits the RAW and it sounds like it will make your player's game experience more fun, so, so as long as it doesn't bother any of the other players, I would allow it.
However, if you find it's causing too much trouble here are some things that I've found helpful: tight spaces, multiple enemies, especially swarms that he can't stun, reducing his space of movement, creatures that can grapple and restrain easily (like the Kraken which caused him no end of issues until he remembered he could step of the wind disengage. I think that's fine too - burn through their Ki Points) and give him or the other players effects that require him to stay close to them, and thus the combat (for example my player has an item that can boost another player's saving throw but it only works up to 30ft. When he retreated too far back one time, he found he wasn't there to help his party when they needed him).
The one thing I might say is wait a bit longer, until you can throw stronger enemies at him that won't be so bothered by his speed boost - powerful spellcasters, dragons, setc - possibly even make him getting them some kind of adventure.
Mobility won't be a problem if he is using melee, he'll have to spend ki or face attacks of opportunity. If he is using range it could be an issue but that is solvable by the use of tight spaces, smart enemies, bows and spell casting. He would also be sacrificing some monk features to take advantage of his mobility using a ranged weapon. The most insane thing he could do is get Ashardalon's Stride some how so he can move in and out melee, attack and deal fire damage. Though I doubt he would as that's a serious investment in caster levels
Personally I would allow the horseshoes of speed but I'd make it clear I'm not going to simply give it to them the players has to in game find a way to get them. They won't just be in a dungeon because they asked, they'll have to research and ask around to find a seller or a way to craft them. I don't really have an issue with super optimized builds like some one who goes entirely for speed but I don't encourage it by giving them what they need.
if it really bothers you could always offer horseshoes of a zephyr as an alternative. He can't have both as they go on his feet and the effects of the horseshoes of zephyr won't increase his speed but offer invaluable utility.
Creatures that lack a ranged attack can never attack him at all, and he can continually just zoom in, smack them, and zoom off. This sounds entertaining... once. And then it becomes tedious.
It also becomes dangerous. I had a monk in my game who did this. Since the monsters couldn't hit him, they hit other party members instead. Downed party members, since that was all they could reach.
The monk was taunting the monsters with variants of "ha ha can't hit me", so I felt little guilt about having the monster (a bugbear, I think, it was a while ago) smack the downed party member. Also in my defence, the monk's player did it three rounds in a row, allowing the bugbear to get the other character to three death saves.
This is the real limitation of high movement, and the reason I'd be fine with allowing the item on a centaur PC. Yes, you can kite like nobody's business, but this is not a solo game and if you act like it is, there will be consequences. In any party where the centaur player wasn't a selfish coward (I say player rather than character because D&D's social contract trumps the classic "it's what my character would do"), they'd close back into melee when they realized they were part of a team and needed to act like it.
I disagree about a high movement character not being a team player. The three big rolls are:
Tank
DPR
Utility
Tank obviously cannot do this build. They can't be moving around. But this build is not a Tank. It is a DPR. While some Damage Per Round characters are front liners, a lot of them hang back and shoot arrows or spells at the enemy. How is that any different than charging in, hitting hard, then retreating?
Utility also often hangs back and does ranged stuff. This build is clearly not a Utility build, but the same thing occurs.
I see no reason for any party member to get angry at the DPR character because they are doing the mobile in-and-out combat style. As long as the party has a good Tank, perhaps one that concentrates on dodging, this is a great strategy to combo with the tank.
Just don't give him horseshoes of speed. Players shouldn't expect to find magic items that they've read up on; it's total metagaming. How does his character even know that such things exist? Have they ever existed in your game world?
Next time the player asks about it, I'd confront that kind of metagaming behaviour. Hopefully your other players aren't doing the same kind of thing. The only magic items they find should be the ones you've specifically written into the game for them to find.
To be fair, the idea of enchanting horseshoes to make a horse run faster isn't that hard of a concept to understand or think of, so l think it's perfectly natural to think of it, especially if you're half horse, and can't use "Boots of Haste" or other similar items. Heck, "Longstrider" is a 1st level spell, so if there's a wizard, druid, ect in the party, they should know about the spell, and thus, the idea to enchant their horseshoes with a speed bosting enchantment.
If your players already have the horseshoes, I would reward them for finding such a creative idea for how to use them instead of restricting their play options.
If you're worried about your character ending up with an excessive amount of speed but haven't given your party the item, just don't give it to them. There's nothing that requires you to give your party a specific item.
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I disagree about a high movement character not being a team player. The three big rolls are:
Tank
DPR
Utility
While it's certainly possible to have an RPG with those roles, it isn't really D&D. While you want more attacks to be directed at your more durable characters, you don't want focus fire either; even very tough characters don't last long if all the attacks are aimed at them (a phrase from a prior campaign: 'thank you for contributing your valuable hit points to the encounter').
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I have a player with a centaur monk. He is 9th level. Racial movement is 40, unarmored monk gives a boost of 15 by 9th level, he took the mobile feat to add another 10. He keeps searching magic shops for Horseshoes of speed. If I give him those it will boost his WALKING speed to 95! And the shoes don't even require attunement. Should I allow this?
Sure, it sounds like a very niche situation and it could be fun. I'd allow it.
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"Play the game however you want to play the game. After all, your fun doesn't threaten my fun."
I will point out that, having played my Monk from 1-13 so far, it is VERY rare I wanted or felt I needed any speed beyond what my class abilities added. That said, I don't think this crazy movement speed will actually "break" anything and may well add a few fun bits to the adventure, so I'd allow it, with the understanding that if I feel it's being abused in some fashion (can't think of a specific right off) I would deal with it by removing the item in some fashion. I would simply make sure the player(s) understood the idea of "I think that sounds fun and interesting, but if it starts "breaking" stuff, I will need to nerf it"
With just the basic Monk speed, I have had my party disengage and flee, while I held back, impeding pursuit. Once my party was far enough out, I just triple dash and outrun whatever was chasing us. Makes for interesting narrative when the DM realized my Monk actually COULD, without cheating anything, outrun a horse lol. We agreed that any extended use of this double or triple dashing would result in Con checks to make sure I could keep it up, but thus far, it's been 2-3 rounds at best I have had to race like a madman.
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
I see the problem, and it's mostly down to the Mobile feat meaning he won't get attacks of opportunity, thereby allowing him to do the following:
Creatures that lack a ranged attack can never attack him at all, and he can continually just zoom in, smack them, and zoom off. This sounds entertaining... once. And then it becomes tedious. I'm having a similar issue with a Blood Hunter Marksman Crossbow Expert who uses a gem of seeing and then has the Bard cast darkness on him. It was fun the first time or two, and then it becomes a little repetitive, forcing me to design encounters that can threaten him without just nullifying this strategy completely (since there's nothing wrong with doing it, it just makes it really hard to threaten him).
Just don't give him horseshoes of speed. Players shouldn't expect to find magic items that they've read up on; it's total metagaming. How does his character even know that such things exist? Have they ever existed in your game world?
Next time the player asks about it, I'd confront that kind of metagaming behaviour. Hopefully your other players aren't doing the same kind of thing. The only magic items they find should be the ones you've specifically written into the game for them to find.
I would let him have them. And I’d use readied actions to be able to hit him if he pulls stunts like running in and out of melee by 60-90 feet a round. That’s the same thing that I do as a player to hit flying opponents who have Flyby Attack.
I would definitely have a “cowboy” try to “break him” the way they ride wild horses at least once!
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By RAW it is definitely legal. It is one of the most powerful items an equine can get. They even say "horse or similar creature". Clearly a centaur is a similar creature.
I personally would consider a house rule that they require attunement by the creature they are attached to. The book does not mention it because normally your mount has no attuned items so it does not matter.
I would also rule the same for the horseshoes of Zephyr and that you cannot wear both at the same time. Ignoring difficult terrain, running on water or lava and leaving no tracks is similarly powerful.
Please note, a Flying Carpet has a speed of 80 and also does not require attunement. Perfect for the long range archer or spellcaster.
Just pointing out that mobility isn't blanket immunity to Attacks of Opportunity, just an attack of opportunity from the centaur's attack target. Sucks for the solo monster, but a group is going to recognize the Centaur as the major threat to neutralize as soon as that shenanigan is pulled.
I"m picturing a rival party called Speed Trap whose sole purpose is to take this centaur down. Or this Monk's pushing of the limits has drawn the attention and ire of the Speedforce, which will send challengers.
A jerk DM could claim "similar creature" to a horse is not necessarily granted to everything with a quad of equine legs, the humanoid torso disrupting the "similarity" so zerbra's and unicorns yes, centaurs no. But that's a jerk DM.
Kinda surprised the horseshoes don't require attunements, especially given that horseshoes aren't "slip ons." I guess this was a magic item intended for mounts, so attunement wasn't considered as I don't think attunement is a thing outside of PC/NPCs? I could see a DM requiring attunement if a character wants to have the shoes nailed on. Given the dynamics we're discussing, it seems warranted.
Jander Sunstar is the thinking person's Drizzt, fight me.
Horseshoes of speed don’t require attunement because they were written for mounts which have no official attunement slots. But I would totally allow it, back in 2e I had a Tiefling with cloven hooves that used a pair of horseshoes of speed. Your player’s centaur can’t wear regular boots of speed, or boots of elvenkind, or any of the magic boots for that matter, nor slippers of spider climbing for that matter. And they have a dickens of a time climbing too. And it’s not like you can’t address things as a DM, if there are groups of monsters then at least some of them will get OAs in as the centaur races past, and enemies with ranged attacks will always be a threat.
There are some potentially significant downsides to being a centaur, as a trade off I’d allow horseshoes of speed. At high enough levels I would even be okay with horseshoes of a zephyr depending on whatever other magic items were in the campaign. But I wouldn’t let them be purchased at a shop, I’d make it a quest to get them so they can at least feel like they’ve earned their “racing stripes.”
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It's all very well holding attacks of opportunity and whatnot on a forum, but it's not realistic for combats against a 95ft movement speed centaur who can simply choose to attack another target as soon as it sees that its original target was holding an action. There are additionally a bunch of other party members that the monsters need to be thinking about dealing with, so holding a bunch of actions each turn isn't realistic.
It also requires the DM to modify the tactics of monsters to meet a particular requirement of a single character. You do get the same effect when the party gains the ability to fly easily, whether by a carpet of flying or just casting fly, so this isn't just a horseshoe issue, and the DM has to build the game around it. Either you use tactics to prevent it and give monsters additional abilities, or you just run with it and let them feel extra powerful.
I don't see any issue. I have a level 10 shadow monk with boots of speed and the Mobile feat. It gives him 120' walking speed at the cost of a bonus action for 10 minutes every day. Without it he still has 60' movement and a bonus action 60' teleport in dim light or darkness. The teleport has often proved more useful than the boost to walking speed and it is a standard feature. In addition, 60' by itself is almost enough to run in, attack and run out and the character can still use a ki point to dash as a bonus action if they really want to.
I can run circles around a party. However, they are IN a party. He might be able to run away better than anyone else but the character stays around to engage in combat and support the party. Don't expect them to make an easy target - but 55' of movement and mobile already does that. Making it 85' gives them more options but won't change much.
I also have a tabaxi monk in a game I am running and the tabaxi can double their movement in a turn at will but don't regain the ability until they spend a turn without moving. It has never been a problem.
However, in terms of encounter design, try to have some options that can do ranged damage so that if the party does choose to use a kiting strategy you have something to make it a bit of a challenge.
Anyway, if you and the player think it would be fun .. I'd say go for it.
It also becomes dangerous. I had a monk in my game who did this. Since the monsters couldn't hit him, they hit other party members instead. Downed party members, since that was all they could reach.
The monk was taunting the monsters with variants of "ha ha can't hit me", so I felt little guilt about having the monster (a bugbear, I think, it was a while ago) smack the downed party member. Also in my defence, the monk's player did it three rounds in a row, allowing the bugbear to get the other character to three death saves.
More practically, I have a character in my Tuesday game with lots of movement. I've told the player that my battle mat only has 120ft on it, and most battles happen in the middle, so any movement over 60ft is pretty much pointless.
Don't feel bad about smacking downed players - in fact, do it every time once your players know how the game works! Like, don't do it to level 1 characters in the first session, but once they're level 5, definitely keep smacking.
If you have an NPC who goes to death saves, the party will smack him when he's down. Your monsters should do the same, especially if they've seen healing magic used.
Sounds like it should be fair to apply from what everyone has already said. You might need bigger battlemaps on the table or VTT if you use them :-) As my party levels up, I do find that the necessary space required for a battle increases (unless you deliberately herd them into narrow spaces of course!).
The Monk in my campaign has done something similar. His current speed is 80ft and he has the mobile feat too. It does allow him to get in and out quite a bit, but he's had it for three levels now and it hasn't proven broken by any means. To be honest it's the two heavy tanks that pin down enemies that are more troublesome, from the point of view of stopping the monk getting hurt. I would personally allow it. It fits the RAW and it sounds like it will make your player's game experience more fun, so, so as long as it doesn't bother any of the other players, I would allow it.
However, if you find it's causing too much trouble here are some things that I've found helpful: tight spaces, multiple enemies, especially swarms that he can't stun, reducing his space of movement, creatures that can grapple and restrain easily (like the Kraken which caused him no end of issues until he remembered he could step of the wind disengage. I think that's fine too - burn through their Ki Points) and give him or the other players effects that require him to stay close to them, and thus the combat (for example my player has an item that can boost another player's saving throw but it only works up to 30ft. When he retreated too far back one time, he found he wasn't there to help his party when they needed him).
The one thing I might say is wait a bit longer, until you can throw stronger enemies at him that won't be so bothered by his speed boost - powerful spellcasters, dragons, setc - possibly even make him getting them some kind of adventure.
Mobility won't be a problem if he is using melee, he'll have to spend ki or face attacks of opportunity. If he is using range it could be an issue but that is solvable by the use of tight spaces, smart enemies, bows and spell casting. He would also be sacrificing some monk features to take advantage of his mobility using a ranged weapon. The most insane thing he could do is get Ashardalon's Stride some how so he can move in and out melee, attack and deal fire damage. Though I doubt he would as that's a serious investment in caster levels
Personally I would allow the horseshoes of speed but I'd make it clear I'm not going to simply give it to them the players has to in game find a way to get them. They won't just be in a dungeon because they asked, they'll have to research and ask around to find a seller or a way to craft them. I don't really have an issue with super optimized builds like some one who goes entirely for speed but I don't encourage it by giving them what they need.
if it really bothers you could always offer horseshoes of a zephyr as an alternative. He can't have both as they go on his feet and the effects of the horseshoes of zephyr won't increase his speed but offer invaluable utility.
This is the real limitation of high movement, and the reason I'd be fine with allowing the item on a centaur PC. Yes, you can kite like nobody's business, but this is not a solo game and if you act like it is, there will be consequences. In any party where the centaur player wasn't a selfish coward (I say player rather than character because D&D's social contract trumps the classic "it's what my character would do"), they'd close back into melee when they realized they were part of a team and needed to act like it.
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I disagree about a high movement character not being a team player. The three big rolls are:
Tank obviously cannot do this build. They can't be moving around. But this build is not a Tank. It is a DPR. While some Damage Per Round characters are front liners, a lot of them hang back and shoot arrows or spells at the enemy. How is that any different than charging in, hitting hard, then retreating?
Utility also often hangs back and does ranged stuff. This build is clearly not a Utility build, but the same thing occurs.
I see no reason for any party member to get angry at the DPR character because they are doing the mobile in-and-out combat style. As long as the party has a good Tank, perhaps one that concentrates on dodging, this is a great strategy to combo with the tank.
To be fair, the idea of enchanting horseshoes to make a horse run faster isn't that hard of a concept to understand or think of, so l think it's perfectly natural to think of it, especially if you're half horse, and can't use "Boots of Haste" or other similar items. Heck, "Longstrider" is a 1st level spell, so if there's a wizard, druid, ect in the party, they should know about the spell, and thus, the idea to enchant their horseshoes with a speed bosting enchantment.
If your players already have the horseshoes, I would reward them for finding such a creative idea for how to use them instead of restricting their play options.
If you're worried about your character ending up with an excessive amount of speed but haven't given your party the item, just don't give it to them. There's nothing that requires you to give your party a specific item.
Panda-wat (I hate my username) is somehow convinced that he is objectively right about everything D&D related even though he obviously is not. Considering that, he'd probably make a great D&D youtuber.
"If I die, I can live with that." ~Luke Hart, the DM lair
While it's certainly possible to have an RPG with those roles, it isn't really D&D. While you want more attacks to be directed at your more durable characters, you don't want focus fire either; even very tough characters don't last long if all the attacks are aimed at them (a phrase from a prior campaign: 'thank you for contributing your valuable hit points to the encounter').