Sindeloke
2018-02-06, 01:30 AM
A major design principle of 5e, notably in opposition to 3e before it, is that anybody can attempt a thing and have a reasonable chance of success. Specialist feats and proficiencies then raise a character from a level of base competence to unusual excellence.
And they did this fairly well with skills, grapples/trips/shoves, breaking down doors and getting past traps. And then they turned around and did a complete and utter pratfall when it comes to mounted combat. Absolutely nobody in the game can do this with any level of effectiveness out of the box past about level 2; taking the associated feat gives a bare bones level of competence in some situations but ultimately still doesn't make mounted combat any more than a useless gimmick against anything with, oh, say, a fear aura or a freakin level 1 sleep.
So here's my crack at a set of mounted combat rules that attempt to meet 5e design principles: As simple as possible, allowing low CR mounts to perform meaningfully in combat at any level of play, and simulating the potency of cavalry in open-area combat situations without breaking the normal power curve of 5e.
Mounted Combat
There are two kinds of mounts, willing and unwilling. A willing mount is either a sentient ally who agrees to carry you and work with you, or a trained companion animal like a warhorse that's been conditioned to accept the direction of a rider. An unwilling mount is an animal that is scared, angry, or otherwise distracted and isn't interested in being told what to do or even letting you stay on top of it.
Getting on a mount and into a good riding position takes half your movement. If the mount is unwilling, this usually also requires an Animal Handling check.
Once you are on a mount, you and the mount are effectively considered a single creature. You have a single initiative (yours). You have a single action, bonus action and reaction, as normal; these can be drawn from any action or reaction available to yourself or to your mount (within reason; use your best judgement about attacking with a dagger from the back of an elephant, for example). You use your mount's movement types, abilities and speeds, and your own vision, hearing and other senses.
You are presumed to be protecting each other, and therefore share your hit points in a single pool. If an area of effect spell hits, you make one save and take damage to that shared pool once. If you are healed, the healing goes to the shared pool. If a condition like blindness or poison exists, it applies to you and your mount as a whole. If you use the Dodge or Disengage action it applies to you as a whole. If you have a beneficial spell or effect cast on you, it affects you both as a single unit. Any physical ability checks or saving throws (Str, Dex, Con) are made by your mount. Any mental ability checks or saving throws (Cha, Int, Wis) are made by you. Enemies make attacks against the lower of your two armor classes.
Controlling a mount is automatic if the mount is willing. You simply choose which actions, movement and reactions the two of you take on your turn or when a reaction is available. If the mount is unwilling, you must make an Animal Handling check (for rules purposes, treat this as an object interaction). On a failure, the mount moves and acts of its own volition, and you can only hold on until your next turn. On a success, treat the mount as willing until the beginning of your next turn.
Getting off a mount can be done voluntarily any time you are able to move; it costs five feet of movement. Enemies can also attempt to forcibly dismount you; this is effectively a special trip attempt that drops you next to your mount's space, but you defend with an Animal Handling check rather than Athletics. Proper tack/lack thereof may apply advantage or disadvantage, respectively. Whether you end up on your feet or your butt depends on how badly you boff the save.
Once separated, you may divide the shared pool of hit points between yourself and your mount as you please (so long as neither of you is left with more than normal maximum hit points or fewer than one). Your DM will decide, or determine randomly, which of you is subject to any conditions that you were subject to as a unit.
Then we replace the Mounted Combat feat with:
Cavalier
Prerequisite: Proficiency in Animal Handling
You have a deadly mastery of cavalry combat. You gain the following benefits:
You have Expertise with Animal Handling checks made to control or stay on a mount.
You spend only 5 feet of movement to mount or dismount.
If you direct a mount to move at least 15 feet in a straight line on your turn, you may add 1d6 bonus damage to the next successful melee attack you or that mount makes before the beginning of your next turn.
You use the higher of your two ACs while mounted, rather than the lower.
The idea is that, for example, you can't steer your horse if you're blind and it can't see where it's going if it's blind, so it doesn't really matter which one of you has a condition, it affects you the same. And said horse with its 11 AC can't really avoid a vampire that well, so even if you yourself could have dodged out of the way, all the vampire has to do to make life hard for you both is smack your horse's enormous butt as it passes, dealing 26 damage - a serious blow if it landed on your poor CR 1/4 mount. But since you're sharing HP, you can say that you kicked the vamp away from the horse and wrenched your foot slightly, protecting its 2d10 or whatever it has at the cost of some of your own 14d8. Likewise, even if your camel is terrified by the red dragon rearing up in front of it, you aren't scared and you're the one making all the decisions about what to do next, so the effect of the fear on the camel's ability to make choices is irrelevant.
By the same logic, you could conceivably allow players to use Animal Handling checks in place of certain skill checks (to simulate an experienced rider guiding an uncertain but trusting mount up a slippery slope, for example), but since simplicity was a goal I left it with a simple mental-physical split. You could easily add it in under appropriate circumstances, though, it's not any more arbitrary and DM's-call focused than the rest of the skill system.
So ultimately you lose a bit of low-level power from all this, but a) it feels much better IMO to have a mount be a minor survivability and moderate mobility boost at all levels of the game than to have it be a major offensive, mobility and survivability boost for three levels and then useless thereafter [cf Moon Druid]; b) if you miss the offensive power it'd be super easy to give the "advantage against anything smaller than your mount" thing to the base rules.
Any thoughts? Does this seem effective, straightforward enough, easy to understand/implement in play?
And they did this fairly well with skills, grapples/trips/shoves, breaking down doors and getting past traps. And then they turned around and did a complete and utter pratfall when it comes to mounted combat. Absolutely nobody in the game can do this with any level of effectiveness out of the box past about level 2; taking the associated feat gives a bare bones level of competence in some situations but ultimately still doesn't make mounted combat any more than a useless gimmick against anything with, oh, say, a fear aura or a freakin level 1 sleep.
So here's my crack at a set of mounted combat rules that attempt to meet 5e design principles: As simple as possible, allowing low CR mounts to perform meaningfully in combat at any level of play, and simulating the potency of cavalry in open-area combat situations without breaking the normal power curve of 5e.
Mounted Combat
There are two kinds of mounts, willing and unwilling. A willing mount is either a sentient ally who agrees to carry you and work with you, or a trained companion animal like a warhorse that's been conditioned to accept the direction of a rider. An unwilling mount is an animal that is scared, angry, or otherwise distracted and isn't interested in being told what to do or even letting you stay on top of it.
Getting on a mount and into a good riding position takes half your movement. If the mount is unwilling, this usually also requires an Animal Handling check.
Once you are on a mount, you and the mount are effectively considered a single creature. You have a single initiative (yours). You have a single action, bonus action and reaction, as normal; these can be drawn from any action or reaction available to yourself or to your mount (within reason; use your best judgement about attacking with a dagger from the back of an elephant, for example). You use your mount's movement types, abilities and speeds, and your own vision, hearing and other senses.
You are presumed to be protecting each other, and therefore share your hit points in a single pool. If an area of effect spell hits, you make one save and take damage to that shared pool once. If you are healed, the healing goes to the shared pool. If a condition like blindness or poison exists, it applies to you and your mount as a whole. If you use the Dodge or Disengage action it applies to you as a whole. If you have a beneficial spell or effect cast on you, it affects you both as a single unit. Any physical ability checks or saving throws (Str, Dex, Con) are made by your mount. Any mental ability checks or saving throws (Cha, Int, Wis) are made by you. Enemies make attacks against the lower of your two armor classes.
Controlling a mount is automatic if the mount is willing. You simply choose which actions, movement and reactions the two of you take on your turn or when a reaction is available. If the mount is unwilling, you must make an Animal Handling check (for rules purposes, treat this as an object interaction). On a failure, the mount moves and acts of its own volition, and you can only hold on until your next turn. On a success, treat the mount as willing until the beginning of your next turn.
Getting off a mount can be done voluntarily any time you are able to move; it costs five feet of movement. Enemies can also attempt to forcibly dismount you; this is effectively a special trip attempt that drops you next to your mount's space, but you defend with an Animal Handling check rather than Athletics. Proper tack/lack thereof may apply advantage or disadvantage, respectively. Whether you end up on your feet or your butt depends on how badly you boff the save.
Once separated, you may divide the shared pool of hit points between yourself and your mount as you please (so long as neither of you is left with more than normal maximum hit points or fewer than one). Your DM will decide, or determine randomly, which of you is subject to any conditions that you were subject to as a unit.
Then we replace the Mounted Combat feat with:
Cavalier
Prerequisite: Proficiency in Animal Handling
You have a deadly mastery of cavalry combat. You gain the following benefits:
You have Expertise with Animal Handling checks made to control or stay on a mount.
You spend only 5 feet of movement to mount or dismount.
If you direct a mount to move at least 15 feet in a straight line on your turn, you may add 1d6 bonus damage to the next successful melee attack you or that mount makes before the beginning of your next turn.
You use the higher of your two ACs while mounted, rather than the lower.
The idea is that, for example, you can't steer your horse if you're blind and it can't see where it's going if it's blind, so it doesn't really matter which one of you has a condition, it affects you the same. And said horse with its 11 AC can't really avoid a vampire that well, so even if you yourself could have dodged out of the way, all the vampire has to do to make life hard for you both is smack your horse's enormous butt as it passes, dealing 26 damage - a serious blow if it landed on your poor CR 1/4 mount. But since you're sharing HP, you can say that you kicked the vamp away from the horse and wrenched your foot slightly, protecting its 2d10 or whatever it has at the cost of some of your own 14d8. Likewise, even if your camel is terrified by the red dragon rearing up in front of it, you aren't scared and you're the one making all the decisions about what to do next, so the effect of the fear on the camel's ability to make choices is irrelevant.
By the same logic, you could conceivably allow players to use Animal Handling checks in place of certain skill checks (to simulate an experienced rider guiding an uncertain but trusting mount up a slippery slope, for example), but since simplicity was a goal I left it with a simple mental-physical split. You could easily add it in under appropriate circumstances, though, it's not any more arbitrary and DM's-call focused than the rest of the skill system.
So ultimately you lose a bit of low-level power from all this, but a) it feels much better IMO to have a mount be a minor survivability and moderate mobility boost at all levels of the game than to have it be a major offensive, mobility and survivability boost for three levels and then useless thereafter [cf Moon Druid]; b) if you miss the offensive power it'd be super easy to give the "advantage against anything smaller than your mount" thing to the base rules.
Any thoughts? Does this seem effective, straightforward enough, easy to understand/implement in play?