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| #1invalidortakenFeb 02, 2015 22:27:08 | On p.198 of the PHB, the text reads: "[A controlled mount]...moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge."
That seems to pretty resoundingly answer the question as "No"---except that the Warhorse (p. 311) has rules for what happens after it hits with a hooves attack. Is the intent that warhorses run around uncontrolled so they can make attacks? This seems...unlikely. Is there any way to direct a mount to attack?
Thanks in advance. |
| #2DrunemetonFeb 02, 2015 22:44:04 | You're correct. Since Attack isn't an option, Bob's your Uncle. |
| #3RulesJDFeb 03, 2015 3:07:36 |
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| #4RCanineFeb 04, 2015 20:49:05 | I would allow you to spend your action in order to command your mount to take any action available in it's stat block. Ask your DM. |
| #5NoonFeb 04, 2015 22:20:14 | The answer is - the warhorse can attack. But it's run by the DM - so he decides if it will attack. |
| (Reply to #4)darkclutches |
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| #7texassnowmanMar 02, 2015 13:03:23 |
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| #8RulesJDMar 02, 2015 14:10:59 |
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| (Reply to #8)darkclutches |
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| (Reply to #9)texassnowman |
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| #11KalaniMar 03, 2015 8:36:12 | You are misunderstanding the mounted combat rules. You can always allow a mount to act indepdendently. This includes common riding horses, warhorses, and yes - even your summoned steed. Look at it this way:
When you are mounted on an intelligent mount:
When you are mounted on a non-intelligent mount (beasts usually), you have the option to:
AFAIK, you retain both options for the entire time you remain mounted, allowing you to control your mount one turn, and allow it to act independently the next. A trained warhorse or summoned steed that was allowed to act independently would most likely attack the closest enemy target, or the same target you attacked (if multiple targets are adjacent). A riding horse would likely rear up, take the disengage action, and flee. An elephant would likely trample or pick up an enemy in its trunk and throw it (grapple/shove).
Specific beats general The find steed spell is unclear as to whether you retain the ability to control your summoned steed. However, this point is moot as it specifically states that you "act as a seamless unit". As such, think of your summoned steed as an extension of your PC, acting on the same initiative count (as acting on its own initiative is far from seamless, requiring the use of ready actions on your part if you desire to strike a target currently at a distance).
There are notable differences between a non-intelligent mount acting independently and your summoned steed as well - for example:
The same occurs in respect to summoned creatures via spells... They act independently of the PC, but will obey verbal commands. Should a command not be issued, summoned creatures will usually attack the closest enemy target. |
| (Reply to #11)texassnowman |
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| #13RulesJDMar 03, 2015 15:15:08 |
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| (Reply to #12)darkclutches |
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| #15RCanineMar 03, 2015 21:21:40 |
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| #16KalaniMar 03, 2015 21:51:28 | There is another factor that many people may not realize.....
Just because you can control a nonintelligent mount does not mean that you must control it. You can let it act independently according to its intelligence - and if you do, it can make attacks as per its nature and/or training (in the case of a warhorse). The only time this isn't an option is in the case of an intelligent mount, which always acts independently.
Such is the case in resepct to the mount summoned by the find steed spell, with one major boon..... Not only does it act independently, but you can communicate telepathically with it, and it always follows your wishes (like an extension of your PC). Other intelligent mounts may consider your wishes, but still act contrary to them as they deem fit (especially true in respect to willfull creatures such as dragons). The summoned steed OTOH, is 100% loyal, and will defer to your wishes in all things. |
| (Reply to #15)darkclutches |
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| (Reply to #14)texassnowman |
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| #19KalaniMar 04, 2015 7:23:33 | The summoned steed is not a horse though (which is a beast)... It is an intelligent spirit that happens to take the form of a horse. Big difference.
Spirits =/= beasts. That is your first mistake (of many).
Second mistake: It does not require an action to control your mount. It is a non-action. Controlling a mount places limits on the mounts own actions. It does not affect the PCs actions in any way.
Ignore the rangers companion. It has nothing to do with controlling a mount, and is a separate (and self-contained) situation entirely. Nothing in the ranger class affects the find steed spell, or the mounted combat rules - and vice versa (with the exception of a ranger who uses their beast companion as a mount).
The thing I find absolutely hilarous - is that people think allowing your mount to attack is OP.... This is laughable. If your game is so poorly balanced that a single extra attack will disrupt your game balance.....you have bigger issues to worry about.
Allowing a paladin's steed to attack - is a far cry from OP. In fact, allowing a bonus action attack (of any damage) is more powerful for the following reasons:
I really don't see what the problem is...IMHO I would prefer to have an elephant, take the mounted combat feat, and allow my elephant mount to act independently. Far more efficient, and better HP. |
| (Reply to #19)texassnowman |
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| (Reply to #18)darkclutches |
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| #22RCanineMar 04, 2015 8:19:48 |
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| #23KalaniMar 04, 2015 8:41:09 |
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| (Reply to #22)texassnowman |
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| #25KalaniMar 04, 2015 9:28:42 | @texassowman
Specific beats general.
Under normal circumstances, you have two options when mounted.
The intelligent mount clause is irrelevant for our discussion. All it does is remove the first option (controlling your mount). As such, lets remove that option from the discussion as it too is irrelevant.
Note how the intelligent mount clause uses the word always. This implies that the general rule is that both options are available, except in the case of an intelligent mount. Had they intended the mounted combat rules to function differently for intelligent/non-intelligent mounts, they would not have used an exception clause. They would have given two separate rules..... One for nonintelligent mounts (eg. nonintelligent mounts are limited to the dash, disengage, or dodge actions) and one for intelligent mounts (intelligent mounts retain their initiative, and actions.....).
Such was not the case. They created a general rule, and an exception to that rule for intelligent mounts.
Now that we know how the general rule for mounts functions, we can get to the specifics.
Find Steed
The mount may/may not be considered to be an intelligent mount.
The spell contains no specific rules which further limit the mounts actions
Ergo: Your conjured steed retains its normal action, reaction, move and bonus action(s), if any - when allowed to act independently.
The question is not whether you can let it act independently, but whether you can control its actions. At your table - the steed is just a smarter-than-average example of its type, and can be controlled normally. At my table, it is an intelligent mount and always acts independently.
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| (Reply to #24)darkclutches |
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| (Reply to #23)texassnowman |
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| #28jonathonhawkeMar 04, 2015 9:50:45 |
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| #29KalaniMar 04, 2015 10:13:50 |
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| #30KalaniMar 04, 2015 10:11:26 | Regarding "conjure x" spells I assumed that texassnowman had correctly read the rules for these spells. My assumption was in error apparently (pays to read the description of the spells before answering). I redact my comments about the conjure x spells - as they were in error.
The only reason I never read the spell descriptions for these spells is because they had no bearing on how find steed operated, and therefore irrelevant to my point (as individual spells have no bearing on how other spells function unless they specifically refer to them in their description).
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| (Reply to #28)texassnowman |
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| (Reply to #30)texassnowman |
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| #33texassnowmanMar 04, 2015 10:18:05 |
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| #34KalaniMar 04, 2015 10:23:58 |
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| (Reply to #34)texassnowman |
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| #36RulesJDMar 04, 2015 11:15:46 | Generally speaking, 5 is the breaking point of Intelligence. |
| #37darkclutchesMar 04, 2015 11:18:52 | Texas,
Please take a look at my rebuttals in post #26 of this thread. I believe some of your assertions to be incorrect and hope these will provide clarification. |
| (Reply to #36)texassnowman |
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| (Reply to #26)texassnowman |
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| #40KalaniMar 04, 2015 12:23:09 |
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| #41RulesJDMar 04, 2015 14:29:39 | What other possible reason would they have for changing the Int to 6? Your argument makes no sense and is refuted by other metrics given in the game that rely on Intelligence, such as the spell I listed. Evil characters are absolutely going to keep intelligent creatures as pets, so that provides you no standing to base your argument upon.
You have to face the fact that an intelligence score of 6 is an Intelligent mount for the purposes of whether it may act Independently. Many of the buff spells that a Paladin has access to that can also be shared with their mount rely on the steed being able to attack, such as Divine Favor. You are requiring us to ignore far too much evidence by suggesting than an evil character would never keep an intelligent creature as a pet. |
| #42RCanineMar 06, 2015 9:08:52 |
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| #43NoctaemMar 06, 2015 11:55:47 | Wowzers, I've rarely seen someone post so many incorrect statements about one subject in a single thread! Texas, buddy, read the damn rules before you start spouting about being right while others who have actually read the source material are explaining calmly why you're wrong. Just blindly claiming you're right and not reading... I mean damn dude... What a train wreck lol. At least you're relenting and actually allowing yourself to learn from others! |
| #44AhglockMar 06, 2015 20:50:38 | So a question came up in my game last weekend. Who runs barter town? |