Difference between revisions of "Horse Handling I (sage ability)"

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[[File:Horse Handling I (sage ability).jpg|right|455px|thumb]]
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[[File:Horse Handling I (sage ability).jpg|right|490px|thumb]]
'''Horse handling I''' allows the character the basic skill to ride or manage a [[Horse (domestic)|horse]] through the simplest of moves or tasks. The character can use the horse for every day work, as a draught animal, or for riding and fighting from horseback. It provides no knowledge of competitive or aesthetic performance. Characters without this skill '''cannot ride a horse''' on their own.
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'''Horse handling I''' is an [[Knowledge Points|amateur-status]] [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Horseback Riding (sage study)|Horseback Riding]], granting the character the basic skill needed to ride or manage a [[Horse (domestic)|horse]] through the simplest movements and tasks. The character may use the animal for everyday labour, as a draught beast, or for ordinary riding and fighting from horseback. The ability does not include any knowledge of competitive riding, display, or aesthetic performance. Characters without this ability '''cannot ride a horse''' on their own.
 
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__TOC__
Handling I gives knowledge on how to properly load a horse, how to ready it with bit, bridle and saddle, how to harness a horse to a vehicle and how to use the horse's muscle to drag or shift heavy objects. With these skills comes an understanding of the horse's limitations and when the horse needs attention, such as a [[Horseshoeing (sage ability)|new shoe]]. Knowledge of what [[Horse Feeding & Diet (sage ability)|feed]], water and [[Domesticate Horses (sage ability)|shelter]] a horse needs is discussed under other sage abilities.
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Handling-I provides knowledge of how to properly load a horse, ready it with bit, bridle and saddle, harness it to a vehicle and apply its strength to drag or shift heavy objects. These skills include an understanding of the horse's limits and the signs that it requires attention, such as the need for a [[Horseshoeing (sage ability)|new shoe]]. Knowledge of appropriate [[Horse Feeding & Diet (sage ability)|feed]], water and [[Domesticate Horses (sage ability)|shelter]] is covered under other sage abilities.
  
 
== Movement ==
 
== Movement ==
Rules describing the manipulation and movement of a horse are necessarily complex. Horses have a potential for great speed.  They can maneuver as pliably as a two-legged creature when handled well. In real life, these things can be handled by touch and instinct; in D&D, however, they must be understood mechanically so that the horse's movement can be coordinated with the movement of humanoid combatants.
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Rules describing the manipulation and movement of a horse are necessarily complex. Horses possess the potential for great speed and, when handled well, can manoeuvre with a responsiveness approaching that of a two-legged creature. In life, much of this is governed by touch, balance and instinct; in D&D, however, it must be understood mechanically so that the horse’s movement can be properly coordinated with that of humanoid combatants.
  
==== Gait ====
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=== Gait ===
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|+Gait Options
 
! Gait !! [[Combat Hex|Hexes]]/AP
 
! Gait !! [[Combat Hex|Hexes]]/AP
 
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| Gallop || 11-17
 
| Gallop || 11-17
 
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The domestic horse possesses 6 [[Action Points|action points]] (AP), which are spent according to the horse’s [[Horse Gait|gait]], describing the animal’s [[Movement (stride)|stride]]. Unlike a humanoid, a horse has a maximum stride of '''17''', reflecting its much greater speed. With Horse handling I, four gaits may be employed: walk, trot, canter and gallop. The number of [[Combat Hex|hexes]] moved per AP for each gait is shown on the chart.
  
The domestic horse possesses 6 [[Action Points|action points]] (AP).  These are spent according to the horse's "[[Horse Gaits|gait]]," which describe the animal's "[[Movement (stride)|stride]]."  Unlike a humanoid, the horse's maximum stride is '''17'''; it moves much faster than we do.  There are four gaits that can be employed with horse handling-I: walk, trot, canter and gallop. The number of hexes per AP that each allows is shown on the chart.
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A horse's [[Horse Gait|gait]] describes the pattern in which its legs move while in motion. When a horse walks, it performs a four-beat gait, moving its legs in sequence: left hind, left front, right hind, right front, in a regular 1-2-3-4 rhythm. The trot is a two-beat gait, moving the legs in diagonal pairs: left hind with right front, then right hind with left front. The canter is a three-beat gait, beginning with either the left or right hind foot. If the horse leads with the right hind, it then moves the left hind and right front together, followed by the left front, producing a regular beat-BEAT-beat cadence. The gallop is an uneven four-beat gait, similar to the canter except that the middle movement is broken into two distinct beats. Racing horses are capable of strides faster than 17 hexes per AP.
 
 
When a horse "walks," it performs a four-beat gait, moving its legs in sequence: left-hind, left-front, right-hind, right-front, in regular 1-2-3-4 beat. The "trot" is a two-beat gait, moving its legs in diagonal pairs: left-hind & right-front, right-hind & left-front. The "canter" is a three-beat gait, moving one of the horse's left or right hind feet first. If the cantering horse starts with the right-hind, then it moves it's left-hind and right-front together, then it's left-front, producing a regular beat-BEAT-beat sound. The "gallop" is an uneven four-beat gait, similar to the canter except the middle beat is separated a split-second apart. Racing horses can manage strides faster than 17 hexes per AP.
 
  
 
== Handling ==
 
== Handling ==
With '''handling-I''' ability, to start a horse moving requires 2 AP from ''the rider's'' movement. 2 AP '''must be spent every round regardless''' when riding a horse, to "handle" it. A started horse must move at a walking pace for the first 2 AP of ''the horse's'' movement. If the ''rider'' expends another 2 AP that round (4 AP altogether), the horse can use the rest of it's AP for that round in moving at a trot.
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With '''handling-I''' ability, starting a horse moving requires 2 AP from ''the rider’s'' movement. Once mounted, 2 AP '''must be spent every round regardless''' to handle the horse. A horse that has been started must move at a walking pace for the first 2 AP of ''the horse’s'' movement. If the ''rider'' expends an additional 2 AP in the same round (4 AP total), the horse may use its remaining AP that round to move at a trot.
 
 
: '''For example,''' Ginnie the elf has 4 AP; she's riding her horse Handsome, with 6 AP.  Using 2 AP, Ginnie starts Handsome moving at a stride of 2 hexes per AP, leaving Ginnie with 2 AP left.  Handsome starts off, covering 4 hexes, using 2 of Handsome's AP.  Ginnie spurs it forward to a trot, at stride-5, using the rest of her AP; whereupon Handsome speeds up, using 4 AP to cover an additional 20 hexes.
 
  
The next round, she can use 2 additional AP to push Handsome to a canter, or 4 AP to push the horse to a gallop. In the hands of a character with [[Horse Handling II|handling-II]], this expenditure of AP is reduced.
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: '''For example,''' Ginnie the elf has 4 AP and is riding her horse Handsome, which has 6 AP. Using 2 AP, Ginnie starts Handsome moving at a walking pace of 2 hexes per AP, leaving her with 2 AP. Handsome then moves, covering 4 hexes with 2 of its AP. Ginnie spends her remaining 2 AP to urge the horse into a trot at stride-5; Handsome then uses its remaining 4 AP to cover an additional 20 hexes. In the following round, she may spend 2 additional AP to urge Handsome into a canter, or 4 AP to push the horse into a gallop. In the hands of a character with [[Horse Handling II|handling-II]], this AP expenditure is reduced.
  
It can be seen immediately that the horse's movement can easily dominate that of humanoids on the battlefield, giving a sense of how dangerous and maneuverable cavalry can be.
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It can be seen at once that a horse's movement can easily dominate that of humanoids on the battlefield, giving a clear sense of how dangerous and manoeuvrable cavalry can be.
  
 
== Turning ==
 
== Turning ==
Upon a hex-map, there are three possible turns that adjust the horse's facing from directly forward; the '''roll''', which turns the horse left or right 60-degrees; the '''pivot''', which turns the horse left or right 120-degrees; and the '''whirl''', which turns the horse on its hindquarters, 180-degrees.
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Upon a hex-map, there are three possible turns that adjust a horse’s facing from directly forward: the '''roll''', which turns the horse left or right 60 degrees; the '''pivot''', which turns it left or right 120 degrees; and the '''whirl''', which turns the horse on its hindquarters 180 degrees.
  
Horses can roll or pivot easily and in any direction, even back and forth, from left to right, and back again, when handled by a superior rider. However, an amateur with handling-I will often have trouble turning a horse at a trot, a canter or a gallop, as much conscious thought is needed to properly handle the horse.
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Horses can roll or pivot easily in any direction, even back and forth from left to right and back again, when handled by a superior rider. An amateur with handling-I, however, will often have difficulty turning a horse while at a trot, canter or gallop, since proper control at those speeds requires a considerable degree of conscious attention.
  
From a '''standing position''', the character can roll or pivot the horse at no extra AP cost. However, whirling the horse has a +2 AP cost over and above the 2 AP normally needed every round to handle a horse.
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From a '''standing position''', the rider may roll or pivot the horse at no additional AP cost. Whirling the horse, however, carries a +2 AP cost, over and above the 2 AP normally required each round to handle it.
  
When the horse is '''walking''', the character can roll the horse at no extra AP cost. Pivoting the horse costs +1 AP. A rider with handling-I cannot whirl a horse in motion.
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When the horse is '''walking''', the rider may roll the horse at no additional AP cost. Pivoting costs +1 AP. A rider with handling-I cannot whirl a horse in motion.
  
When a horse is '''trotting''', rolling the horse costs +1 AP. A rider with handling-I cannot pivot a trotting, cantering or galloping horse.
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When a horse is '''trotting''', rolling costs +1 AP. A rider with handling-I cannot pivot a trotting, cantering or galloping horse.
  
When a horse is '''cantering''' or '''galloping''', rolling the horse costs +2 AP.
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When a horse is '''cantering''' or '''galloping''', rolling costs +2 AP.
  
 
== Travelling ==
 
== Travelling ==
When riding a horse with handling-I, the horse can be ridden at a trot for 3 hours a day and at a walk for 5½ hours; during the remaining time of a day's travel, the rider must get off the horse and lead it. The number of hours trotting must be halved when another horse is being led. If the horse took part in battle the day before, then the time for BOTH trotting and walking must be halved for that reason.
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When ridden by a character with handling-I, a horse may be trotted for 3 hours per day and walked for 5½ hours; for the remainder of the day’s travel, the rider must dismount and lead it. If another horse is being led at the same time, the number of hours the ridden horse may be trotted is halved. If the horse took part in battle the previous day, then the permitted time for '''both''' trotting and walking is halved.
  
If these limits are not respected, the horse will stiffen up the next day and will be visibly in pain while travelling. Trotting will be out of the question and the horse will need to be walked without a rider for at least half the day. If this limitation is also ignored — possibly because the horse must be pressed past its limitations — then a malady roll must be made for the horse.
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If these limits are not respected, the horse will stiffen overnight and will be visibly in pain while travelling the next day. Trotting will be impossible and the horse must be walked without a rider for at least half the day. If this restriction is also ignored, whether from necessity or recklessness, then a malady roll must be made for the horse.
  
When travelling, cantering and galloping can be done for such short periods that their effects on distance travel are not worth noting.
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For purposes of overland travel, cantering and galloping may be sustained only for such short periods that their effect on total distance is not worth recording.
  
 
== Working a Horse ==
 
== Working a Horse ==
Horses can carry a great deal of baggage and weight, including the rider; the exact amount of [[Encumbrance|encumbrance]] is based upon the weight of the horse. This will reduce the number of AP the horse possesses. Even so, a horse with only 1 AP can still move at any gait — only, not for long. A horse encumbered so that it has 2 AP or less has a 5% chance of requiring a malady check for every round that it's either cantered or galloped.
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Horses can carry a great deal of baggage and weight, including the rider; the exact amount of [[Encumbrance|encumbrance]] is based upon the weight of the horse. This will reduce the number of AP the horse possesses. Even so, a horse with only 1 AP can still move at any gait, though not for long. A horse encumbered so that it has 2 AP or less has a 5% chance of requiring a malady check for every round that it is either cantered or galloped.
  
Whenever a horse is used for work, the handler understands how to treat the animal with care and patience, asking only what the animal can manage without probable injury. Someone without handling-I skill would put an animal at potential risk by poorly harnessing it to a vehicle, overworking it or otherwise creating a meaningful chance of the horse becoming injured.
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Whenever a horse is used for work, the handler understands how to treat the animal with care and patience, asking only what the animal can manage without probable injury. Someone without handling-I skill risks the animal by poorly harnessing it to a vehicle, overworking it or otherwise creating a meaningful chance of injury.
  
It is also understood by the character why an animal that's bred for racing or war cannot be employed as a work horse. Irreparable damage to the animal's tendons and musculature would surely result, making a highly valuable animal useless for the purposes for which it's been bred.
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It is also understood by the character why an animal bred for racing or war cannot be employed as a work horse. Irreparable damage to the animal's tendons and musculature would result, rendering a highly valuable animal useless for the purposes for which it was bred.
  
  
 
See also,<br>
 
See also,<br>
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[[Assisted Riding]]<br>
 
[[Charging]]<br>
 
[[Charging]]<br>
[[Horseback Riding (sage study)|Horseback Riding]]
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[[Horse Handling II (sage ability)]]
  
[[Category: Don't Review until 2022]]
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[[Category: Sage Abilities]][[Category: Reviewed]]

Latest revision as of 20:49, 3 April 2026

Horse Handling I (sage ability).jpg

Horse handling I is an amateur-status sage ability in the study of Horseback Riding, granting the character the basic skill needed to ride or manage a horse through the simplest movements and tasks. The character may use the animal for everyday labour, as a draught beast, or for ordinary riding and fighting from horseback. The ability does not include any knowledge of competitive riding, display, or aesthetic performance. Characters without this ability cannot ride a horse on their own.

Handling-I provides knowledge of how to properly load a horse, ready it with bit, bridle and saddle, harness it to a vehicle and apply its strength to drag or shift heavy objects. These skills include an understanding of the horse's limits and the signs that it requires attention, such as the need for a new shoe. Knowledge of appropriate feed, water and shelter is covered under other sage abilities.

Movement

Rules describing the manipulation and movement of a horse are necessarily complex. Horses possess the potential for great speed and, when handled well, can manoeuvre with a responsiveness approaching that of a two-legged creature. In life, much of this is governed by touch, balance and instinct; in D&D, however, it must be understood mechanically so that the horse’s movement can be properly coordinated with that of humanoid combatants.

Gait

Gait Options
Gait Hexes/AP
Walk 1-3
Trot 4-5
Canter 6-10
Gallop 11-17

The domestic horse possesses 6 action points (AP), which are spent according to the horse’s gait, describing the animal’s stride. Unlike a humanoid, a horse has a maximum stride of 17, reflecting its much greater speed. With Horse handling I, four gaits may be employed: walk, trot, canter and gallop. The number of hexes moved per AP for each gait is shown on the chart.

A horse's gait describes the pattern in which its legs move while in motion. When a horse walks, it performs a four-beat gait, moving its legs in sequence: left hind, left front, right hind, right front, in a regular 1-2-3-4 rhythm. The trot is a two-beat gait, moving the legs in diagonal pairs: left hind with right front, then right hind with left front. The canter is a three-beat gait, beginning with either the left or right hind foot. If the horse leads with the right hind, it then moves the left hind and right front together, followed by the left front, producing a regular beat-BEAT-beat cadence. The gallop is an uneven four-beat gait, similar to the canter except that the middle movement is broken into two distinct beats. Racing horses are capable of strides faster than 17 hexes per AP.

Handling

With handling-I ability, starting a horse moving requires 2 AP from the rider’s movement. Once mounted, 2 AP must be spent every round regardless to handle the horse. A horse that has been started must move at a walking pace for the first 2 AP of the horse’s movement. If the rider expends an additional 2 AP in the same round (4 AP total), the horse may use its remaining AP that round to move at a trot.

For example, Ginnie the elf has 4 AP and is riding her horse Handsome, which has 6 AP. Using 2 AP, Ginnie starts Handsome moving at a walking pace of 2 hexes per AP, leaving her with 2 AP. Handsome then moves, covering 4 hexes with 2 of its AP. Ginnie spends her remaining 2 AP to urge the horse into a trot at stride-5; Handsome then uses its remaining 4 AP to cover an additional 20 hexes. In the following round, she may spend 2 additional AP to urge Handsome into a canter, or 4 AP to push the horse into a gallop. In the hands of a character with handling-II, this AP expenditure is reduced.

It can be seen at once that a horse's movement can easily dominate that of humanoids on the battlefield, giving a clear sense of how dangerous and manoeuvrable cavalry can be.

Turning

Upon a hex-map, there are three possible turns that adjust a horse’s facing from directly forward: the roll, which turns the horse left or right 60 degrees; the pivot, which turns it left or right 120 degrees; and the whirl, which turns the horse on its hindquarters 180 degrees.

Horses can roll or pivot easily in any direction, even back and forth from left to right and back again, when handled by a superior rider. An amateur with handling-I, however, will often have difficulty turning a horse while at a trot, canter or gallop, since proper control at those speeds requires a considerable degree of conscious attention.

From a standing position, the rider may roll or pivot the horse at no additional AP cost. Whirling the horse, however, carries a +2 AP cost, over and above the 2 AP normally required each round to handle it.

When the horse is walking, the rider may roll the horse at no additional AP cost. Pivoting costs +1 AP. A rider with handling-I cannot whirl a horse in motion.

When a horse is trotting, rolling costs +1 AP. A rider with handling-I cannot pivot a trotting, cantering or galloping horse.

When a horse is cantering or galloping, rolling costs +2 AP.

Travelling

When ridden by a character with handling-I, a horse may be trotted for 3 hours per day and walked for 5½ hours; for the remainder of the day’s travel, the rider must dismount and lead it. If another horse is being led at the same time, the number of hours the ridden horse may be trotted is halved. If the horse took part in battle the previous day, then the permitted time for both trotting and walking is halved.

If these limits are not respected, the horse will stiffen overnight and will be visibly in pain while travelling the next day. Trotting will be impossible and the horse must be walked without a rider for at least half the day. If this restriction is also ignored, whether from necessity or recklessness, then a malady roll must be made for the horse.

For purposes of overland travel, cantering and galloping may be sustained only for such short periods that their effect on total distance is not worth recording.

Working a Horse

Horses can carry a great deal of baggage and weight, including the rider; the exact amount of encumbrance is based upon the weight of the horse. This will reduce the number of AP the horse possesses. Even so, a horse with only 1 AP can still move at any gait, though not for long. A horse encumbered so that it has 2 AP or less has a 5% chance of requiring a malady check for every round that it is either cantered or galloped.

Whenever a horse is used for work, the handler understands how to treat the animal with care and patience, asking only what the animal can manage without probable injury. Someone without handling-I skill risks the animal by poorly harnessing it to a vehicle, overworking it or otherwise creating a meaningful chance of injury.

It is also understood by the character why an animal bred for racing or war cannot be employed as a work horse. Irreparable damage to the animal's tendons and musculature would result, rendering a highly valuable animal useless for the purposes for which it was bred.


See also,
Assisted Riding
Charging
Horse Handling II (sage ability)