Hi everyone! Our group is fairly new to DnD, and I just had a paladin reach the level where he gets the Find Steed spell. Our DM and I have been trying to hash out how mounted combat will work. In this situation, its a Halfling paladin riding his spectral remembrance of a beloved mule. Is mounted combat in this situation simply the mule allows him to move and then his actions are as if not mounted, or can there be like a charging attack where the mule goes barreling into an enemy (presumably a smaller enemy) and can cause something like a trample effect with blunt damage? Also, since its a paladin based mount, the mule has slightly increased intelligence, so if I were the be unseated in combat would the mule then be able to act and kick out with its hooves?
Anyone who has any experience in this, any insight would be much appreciated! :) Thanks!
Mounted combat in general is a topic I believe the game designers need to pay some additional attention to. Concerning the Find Steed spell, it adds the celestial template to the beast that you're mounting. My question is does that transformation make the beast "intelligent". The PHB does state that there are different options for mounted combat whether or not the mount is intelligent or not.
The prior reply to this topic is correct for your normal, unintelligent beast however. Just to keep things easy I would stick with that. Feel free to homebrew but don't over do it and make it no fun for the characters.
Consider this: the player has a mount, but the player doesn't play the mount. The DM does. Sure, the paladin may have trained the mount well, but all animals have a mind of their own, must make WIS checks on their own, and the player might be focused on the monster too much to tell the mood of his horse. Certain spells your wizard casts might spook the horse, or any residual damage it takes from them make make the horse change it's mind about you riding it into battle. Handle animal checks aside for charging, disengaging and dodging, the player can control those, but it's the DMs decision of the horse kicks anyone or anything, and I would make it independent of any player actions/bonus actions. Hell, DMs can keep a secret initiative for the horse and it could reroll each turn to participate, or to roll against the handle animal check of the rider in order to get out of the fray.
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Hi everyone! Our group is fairly new to DnD, and I just had a paladin reach the level where he gets the Find Steed spell. Our DM and I have been trying to hash out how mounted combat will work. In this situation, its a Halfling paladin riding his spectral remembrance of a beloved mule. Is mounted combat in this situation simply the mule allows him to move and then his actions are as if not mounted, or can there be like a charging attack where the mule goes barreling into an enemy (presumably a smaller enemy) and can cause something like a trample effect with blunt damage? Also, since its a paladin based mount, the mule has slightly increased intelligence, so if I were the be unseated in combat would the mule then be able to act and kick out with its hooves?
Anyone who has any experience in this, any insight would be much appreciated! :) Thanks!
Well, in mounted combat, the horse or mule cannot attack. It can only use these actions: Dash, Disengage, and Dodge.
But as a DM, I would allow instead to the character to use his/her action to take the charge action (as states in the statistic of the animal).
Mounted combat in general is a topic I believe the game designers need to pay some additional attention to. Concerning the Find Steed spell, it adds the celestial template to the beast that you're mounting. My question is does that transformation make the beast "intelligent". The PHB does state that there are different options for mounted combat whether or not the mount is intelligent or not.
The prior reply to this topic is correct for your normal, unintelligent beast however. Just to keep things easy I would stick with that. Feel free to homebrew but don't over do it and make it no fun for the characters.
Sergenthude, The Daedric Pilgrim
Consider this: the player has a mount, but the player doesn't play the mount. The DM does. Sure, the paladin may have trained the mount well, but all animals have a mind of their own, must make WIS checks on their own, and the player might be focused on the monster too much to tell the mood of his horse. Certain spells your wizard casts might spook the horse, or any residual damage it takes from them make make the horse change it's mind about you riding it into battle. Handle animal checks aside for charging, disengaging and dodging, the player can control those, but it's the DMs decision of the horse kicks anyone or anything, and I would make it independent of any player actions/bonus actions. Hell, DMs can keep a secret initiative for the horse and it could reroll each turn to participate, or to roll against the handle animal check of the rider in order to get out of the fray.
it could be worse, you could be on fire.