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

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Allows the character to handle the mount in order to perform the simplest of moves or tasks, those that do not require an intricate knowledge of the horse's movements or that needed for competitive or aesthetic performance. The character is able to employ the animal in an everyday working capacity and control the horse while riding and fighting from horseback. In combat, there is a time penalty when operating the mount.
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[[File:Horse Handling I (sage ability).jpg|right|490px|thumb]]
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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__
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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.
  
== Working Horses ==
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== Movement ==
With this level of knowledge, the character is able to use the horse as a draught animal, having knowledge of how to properly fix or shift a load onto the animal or harness it with a bit, bridle, saddle or yoke. The horse may be harnessed to vehicles and used to pull logs or other burdens, often for use in construction purposes. Such employment can be done without any meaningful chance of injuring an animal in the short or long term.
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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.
  
Horses so used will be able to perform as heavy a workload as they are able; however, with this level of handling the amateur will not be able to prevent irreparable damage that could be done to a horse not bred for work, if employing a riding or war horse for heavy working purposes. It is therefore recommended that characters use only animals bred for the purpose for labour.
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=== Gait ===
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{| class="wikitable" style="float:left; margin-right: 25px; text-align: center; background-color:#d4f2f2;"
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|+Gait Options
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! Gait !! [[Combat Hex|Hexes]]/AP
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|-
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| Walk || 1-3
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|-
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| Trot || 4-5
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|-
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| Canter || 6-10
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|-
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| Gallop || 11-17
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|}
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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.
  
== Horse Riding ==
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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.
The character is able to master the horse at the four ordinary [[Horse Gaits|gaits]] for which a horse is able: walk, trot, canter and gallop. The point costs for these gaits is described under the link. To start a horse moving, or to move from one gait to another, the character will need to expend 2 [[Action Points|action points]] (AP), needing more time than a more experienced rider in order to manage the animal. Note that for an amateur, it will require 8 AP (2 rounds) to take a horse from a standing position to a gallop.
 
  
Trotting is limited to two hours for characters of this ability, after which the horse must be walked for an hour, else the horse will stiffen up and be subject to potential injury, becoming ineffective for a period of 24 hours.
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== Handling ==
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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.
  
A horse can change direction easily and in any direction, even back and forth from the left to the right and back again, when handled by a superior rider. However, an amateur will often have trouble turning a horse at higher speeds, as much conscious thought is necessary to properly manage and command the horse. Thus, even though a horse may have the potential to dance around, an amateur rider is limited by the cost in action points necessary to make a change in the horse's facing.
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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.
  
These are the extra penalty action point costs for changing the direction of a horse, over and above the cost for moving the horse into the next hex (which always has a cost):
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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.
:*'''From a standing position''': The rider can move the horse in any direction, directly forward, 60º or 120º to the left or right, without an AP cost. However, turning a horse upon its hindquarters, 180º, will cost 2 AP.
 
:*'''From a walking gait''': The rider can move directly forward or 60º to the left or right without an AP cost. A 120º turn will cost 2 AP. The rider cannot turn the horse upon its hindquarters without stopping.
 
:*'''From a trotting gait''': The rider can move directly forward without an AP cost. A 60º turn will cost 1 AP. The rider cannot turn the horse 120º or upon its hindquarters without slowing or stopping.
 
:*'''From a cantering or galloping gait''': Like moving at a trotting gait, except that a 60º turn will cost 2 AP.<br>
 
  
When trotting upon a horse with an encumbrance of better than 50%, riders should reduce the endurance of a horse by one hour.
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== Turning ==
<br>
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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.
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See Also,<br>
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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.
Charging while Mounted<br>
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Horseback Riding
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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.
[[Category:Placeholder]]
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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.
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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.
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When a horse is '''cantering''' or '''galloping''', rolling costs +2 AP.
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== Travelling ==
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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.
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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.
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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.
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== Working a Horse ==
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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.
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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.
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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.
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See also,<br>
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[[Assisted Riding]]<br>
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[[Charging]]<br>
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[[Horse Handling II (sage ability)]]
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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)