Horse riding [Archive] - Wizards Community

Post/Author/DateTimePost
spikevampire

05-15-07, 06:14 AM
Hi all, if i use an horse in combat (exluding all ride check) what are the rules? i want to know specifically if the horse give me only a improved speed (9m to 15M) or if it need an initiative check and can make a movement and a standard action, like me. Please answer me, thanks
artgrtr8u

05-15-07, 08:14 AM
check out these articles:

http://www.wizards.com/default.asp?x=dnd/rg/20050125a

http://www.wizards.com/default.asp?x=dnd/rg/20050201a

http://www.wizards.com/default.asp?x=dnd/rg/20050208a

http://www.wizards.com/default.asp?x=dnd/rg/20050215a

http://www.wizards.com/default.asp?x=dnd/rg/20050222a
The_Ditto

05-15-07, 08:17 AM
Hi all, if i use an horse in combat (exluding all ride check) what are the rules? i want to know specifically if the horse give me only a improved speed (9m to 15M) or if it need an initiative check and can make a movement and a standard action, like me. Please answer me, thanks

It moves when you do .. (ie same initiative ...)

You use it's movement rate ... which (technically) can allow you to take a full round action in addition to the horse's movement ...

Just read up on the skill in the PHB ... I find it pretty straight forward:


RIDE (DEX)
If you attempt to ride a creature that is ill suited as a mount, you take a –5 penalty on your Ride checks.
Check: Typical riding actions don’t require checks. You can saddle, mount, ride, and dismount from a mount without a problem.
The following tasks do require checks.

Task Ride DC Task Ride DC
Guide with knees 5 Leap 15
Stay in saddle 5 Spur mount 15
Fight with warhorse 10 Control mount in battle 20
Cover 15 Fast mount or dismount 201
Soft fall 15
1 Armor check penalty applies.

Guide with Knees: You can react instantly to guide your mount with your knees so that you can use both hands in combat. Make your Ride check at the start of your turn. If you fail, you can use only one hand this round because you need to use the other to control your mount.
Stay in Saddle: You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage. This usage does not take an action.
Fight with Warhorse: If you direct your war-trained mount to attack in battle, you can still make your own attack or attacks normally. This usage is a free action.
Cover: You can react instantly to drop down and hang alongside your mount, using it as cover. You can’t attack or cast spells while using your mount as cover. If you fail your Ride check, you don’t get the cover benefit. This usage does not take an action.
Soft Fall: You can react instantly to try to take no damage when you fall off a mount—when it is killed or when it falls, for example. If you fail your Ride check, you take 1d6 points of falling damage. This usage does not take an action.
Leap: You can get your mount to leap obstacles as part of its movement. Use your Ride modifier or the mount’s Jump modifier, whichever is lower, to see how far the creature can jump. If you fail your Ride check, you fall off the mount when it leaps and take the appropriate falling damage (at least 1d6 points). This usage does not take an action, but is part of the mount’s movement.
Spur Mount: You can spur your mount to greater speed with a move action. A successful Ride check increases the mount’s speed by 10 feet for 1 round but deals 1 point of damage to the creature. You can use this ability every round, but each consecutive round of additional speed deals twice as much damage to the mount as the previous round (2 points, 4 points, 8 points, and so on).
Control Mount in Battle: As a move action, you can attempt to control a light horse, pony, heavy horse, or other mount not trained for combat riding while in battle. If you fail the Ride check, you can do nothing else in that round. You do not need to roll for warhorses or warponies.
Fast Mount or Dismount: You can attempt to mount or dismount from a mount of up to one size category larger than yourself as a free action, provided that you still have a move action available that round. If you fail the Ride check, mounting or dismounting is a move action. You can’t use fast mount or dismount on a mount more than one size category larger than yourself.
Action: Varies. Mounting or dismounting normally is a move action. Other checks are a move action, a free action, or no action at all, as noted above.
Special: If you are riding bareback, you take a –5 penalty on Ride checks.
If your mount has a military saddle you get a +2 circumstance bonus on Ride checks related to staying in the saddle.
The Ride skill is a prerequisite for the feats Mounted Archery, Mounted Combat, Ride-By Attack, Spirited Charge,
Trample.
If you have the Animal Affinity feat, you get a +2 bonus on Ride checks.
Synergy: If you have 5 or more ranks in Handle Animal, you get a +2 bonus on Ride checks.


Note that each task is outlined there, tells you what type of action you need, and the DC to make ...

Read it over .. and post any specific questions you still have ...
:tiphat:
spikevampire

05-15-07, 08:39 AM
thanks and sorry for my stupid question
olshanski_home

05-15-07, 09:34 AM
You use it's movement rate ... which (technically) can allow you to take a full round action in addition to the horse's movement.
This is not entirely correct:

If your mount moves more than 5 feet, you can only make a single melee attack.
When your mount is moving, you have effectively only a standard attack action, not a full attack. You also cannot move if you are using your horse to move--you cannot have your horse make a double move after which you perform a quick dismount and make another double move yourself. Your mount's move action uses up your move action.

Since you cannot move on a mount and then move yourself, and you cannot make a full attack, it is more like you get only a standard action in any round that your mount moves. There are a few activities that you can do that would use up your move action... such as retrieving a stored item, sheathing a weapon, etcetera. You could also cast a full-round spell, assuming you make the appropriate concentration check.
spikevampire

05-15-07, 11:01 AM
not a full attack but a full round action could
mvincent

05-15-07, 02:03 PM
When your mount is moving, you have effectively only a standard attack action, not a full attack. That only applies to melee attacks. Full-round ranged attacks and many other full round actions can still be accomplished
The_Ditto

05-15-07, 06:49 PM
That only applies to melee attacks. Full-round ranged attacks and many other full round actions can still be accomplished

Thanks for clarifying .. I did mean full attack (with ranged) ... but he's correct in regards to melee attacks ...

Sorry for the confusion .. :tiphat: