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| #1intentlyJun 03, 2015 12:08:06 | An interesting thought came to me while fiddling in my small paladin build thread.
Normally when riding a mount (under "control", as described in the Mounted Combat section of the PHB) the mount and the rider have two separate turns with the same initiative count. One logical implication of this is that a mounted PC can't move-action-move like an unmounted PC can. Either the PC or the mount goes first, and then the other goes: move-action, or action-move. It appears that you can't split your move. (Anyone disagree with that?)
In the Find Steed paladin spell there's some text describing the PC's telepathic link to the steed, along with the steed's intelligence and loyalty, etc. There's also this sentence:
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| #2OoftaMegJun 03, 2015 12:22:28 | I treat summoned steeds as independent mounts with their own actions
From Controlling a Mount An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes.
Since it's your bonded mount I assume it acts as an ally and I let the player control the mount. I also use the same initiative for rider and mount (deciding at the start of combat who goes first) because it's easier. |
| #3lawrencehoyJun 04, 2015 3:30:31 |
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| #4intentlyJun 04, 2015 7:37:56 |
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| #5lawrencehoyJun 04, 2015 23:03:13 |
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| #6RulesJDJun 04, 2015 23:13:29 |
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| #7intentlyJun 05, 2015 7:22:02 |
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| #8OoftaMegJun 05, 2015 7:32:24 | The rules don't state that the mount has to be intelligent in order to act on it's own, just that it is assumed that intelligent mounts will act on their own. Controlling a Mount While you’re mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently. You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it. An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.
The difference between a standard warhorse and a bonded mount is that the standard warhorse may have it's own agenda. Generally it's going to attack your enemies (it is a warhorse after all) but under certain circumstances it may decide to act in it's own best interest and not in the interest of the rider.
A lot of that will be up to you DM of course. I tend to say that the warhorse will fight until badly injured at which point you may need to take control of it. |
| #9lawrencehoyJun 07, 2015 5:39:30 |
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| #10RulesJDJun 07, 2015 12:42:03 |
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| (Reply to #10)OoftaMeg |
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| #12RulesJDJun 08, 2015 1:49:18 |
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| #13SaeviomagyJun 08, 2015 3:37:11 | There is no rule governing what a non intelligent mount can or cannot do. Just what an intelligent mount typically does. It's also worth noting that there is no definition of intelligent. In previous editions it might have meant anything with an intelligence score. Anyway in my mind the benefit of find steed is that you can order your mount to ready actions and perform other complex tactics, to function when you are not riding it and to act suicidally. |
| (Reply to #12)OoftaMeg |
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| #15intentlyJun 08, 2015 8:58:33 | So how would the movement/actions of an intelligent steed work? Would it move and act on the character's turn? (And be able to intermingle movement with character actions?) |
| (Reply to #15)OoftaMeg |
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| #17intentlyJun 08, 2015 11:12:24 |
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| #18lawrencehoyJun 08, 2015 23:56:02 |
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| #19lawrencehoyJun 08, 2015 23:51:54 |
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