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horsey stuff (fwd)




here is Foo's horsey stuff in plaintext.

Horseback Fighting Rules 

	These are some rules that I came up with on the fly as a base for us to start off of.  Tell me what you think.

Horseback riding in itself is a relatively easy thing, besides the fact that it may give you a slight ache in the hind-quarters.  Fighting from horseback, however, is a very difficult task.  Here are some checks for different tasks while on horseback.

2d6 - Vault into the saddle.  An extra die should be added to the check if the character is wearing armor.

3d6 - Make a horse vault a gap of up to but no more than 30ft wide or
7 feet high.  This is for horses that don't already have a jumping skill in their creature information.  Failure indicates that the mount balks, and the rider must make an additional 4d6 STR check or be thrown from the mount.  This check is increased by 1d6 if your mount is wearing barding.

#d6 - Spur your horse to greater speeds.  Starting with at least a 2 die check, you can force your mount to increase his movement rate by 10 feet a round.  For every additional d6, this is increased by an additonal 10 feet per round.  This check must be repeated every two rounds to see if the mount can be pushed this hard.  Also, this check is increased by 1d6 if your mount is wearing barding.

2d6 - Use a sword and shield to attack from horseback.

#d6 - Using a missile weapon from horseback.  Initially, an attack penalty of -6 for missile weapons is imposed for attacking from the back of a moving horse.  For every d6 made against this skill, one point of penalty is negated.

3d6 - Steer your mount with your knees.  This would allow a character to fight with a two-handed weapon from horseback.  If the character takes damage while riding, this check is increased by 1d6 as it is hard to steer your mount and get whacked with a sword at the same time.  If the check is failed, the character spends two rounds re-organizing himself if he wishes to attempt this skill again.

3d6 - Drop down next to your mount so as to use it as cover.  This will add 5 points to your CDV and MDV.  Any attack that would hit the character's normal CDV or MDV are considered to have struck the mount  instead.

4d6 - Attempt to jump onto another already occupied horse.  If the check is successful, the character can use a weapon no larger than a short sword to attack his opponent at +3 to hit.  If a grapple is desired, he may grapple to hold at +3 to hit but a throw attempt is made at -3.  If the check is failed, the character misses his opponents mount and falls, taking 1d6 of damage.

4d6 - Leave your horse as it is moving to make a melee attack on someone within at least 10 feet.  On a failed roll, the character makes a colossal display of his lack of agility and lands on his face, taking 1d6 damage points.





----- End of forwarded message from Wright Frazier -----