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Fully Rideable Horses
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Topic: Fully Rideable Horses (Read 2572 times)
Eloyn
Jr. Member
Posts: 235
RE: Fully Rideable Horses
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Reply #20 on:
January 02, 2006, 09:05:00 PM »
Makes me cry I don't have even a level 15 character yet >.<
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Leanthar
Game Master
Hero Member
Posts: 11447
Thanked: 461 times
RE: Fully Rideable Horses
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Reply #21 on:
January 02, 2006, 09:08:00 PM »
Good job Dorg.
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Chrys Ellis
Jr. Member
Posts: 213
RE: Fully Rideable Horses
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Reply #22 on:
January 03, 2006, 01:33:00 PM »
I bought a horse as Xiao and tried it out. It turns out it DOES stack with monk speed. It really wouldn't make sense for the horse to be able to run faster just because a monk is riding it. Since saddles will be updated soon, I think all monks should agree to only use the normal speed setting for their saddles, since this will actually be a full gallop compared to other characters.
I have already mentioned my idea about learning to channel Ki through the horse so it can run faster, as a way of explaining the faster speed. Personally, I think this would be a pretty major thing to learn to do, and would vote that it only be done via CDQ or some other special way. I'll leave this up to the GM staff, but I'd be willing to gather some high level monks to go visit some monk NPC who could teach us to do this.
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Dorganath
Administrator
Hero Member
Posts: 14705
Thanked: 2076 times
RE: Fully Rideable Horses
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Reply #23 on:
January 03, 2006, 01:41:00 PM »
Thanks for testing that Chrys. I'm working on some other things with the horses and things that probably shouldn't happen while mounted, so I'll get the monk thing under control.
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Chrys Ellis
Jr. Member
Posts: 213
RE: Fully Rideable Horses
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Reply #24 on:
January 03, 2006, 01:47:00 PM »
Now, if the horse won't allow me to at least eventually run faster than I already do, through a CDQ or some other way as I've already mentioned, then I'll want to get reimbursed for the horse, as it would be useless to me, basically. I'll hold onto it for now until I see how they are re-vamped.
Personally, I do think monks should be able to buy horses and eventually learn how to make them run faster, somehow. Otherwise, a big advantage of being a monk has just been leveled out, since everyone else will effectively be just as fast, providing they are on horseback. Again, I'll leave that up to the staff.
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Doc-Holiday
Full Member
Posts: 821
Thanked: 3 times
RE: Fully Rideable Horses
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Reply #25 on:
January 03, 2006, 01:51:00 PM »
GM's can ride our horses?
Grrrrr...
they sit in our chairs... drink from our wells... CONSPIRE AGAINST US!
AAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!
in other news... I ran out of coffee filters
in other other news... I think that's a great idea. The animations look great too! Now.. lets get one on Weston and watch him charge windmills.
In response to L below... I'd agree... it's really not for every character. In Weston's case a horse would really be for the whole "I think I'm a Paladin" thing. And it would be cool to see him use magic from a horse and lead charges... hehehe
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Leanthar
Game Master
Hero Member
Posts: 11447
Thanked: 461 times
RE: Fully Rideable Horses
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Reply #26 on:
January 03, 2006, 01:52:00 PM »
I don't think everybody will be on horses, as a matter of fact I will be stunned if they are. Horses do no good in battles and are just a customization and RP thing for a character. And they are expensive--and somewhat easy to die after the next update (real easy as it is right now--which is a bug).
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Dorganath
Administrator
Hero Member
Posts: 14705
Thanked: 2076 times
RE: Fully Rideable Horses
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Reply #27 on:
January 03, 2006, 09:37:00 PM »
Also coming soon to a server patch near you:
- There is a -30 penalty to Hide/Move Silently skills when mounted.
- Horses will resist domination through druid/ranger Animal Empathy. While it may succeed, they will break the domination very quickly.
- Monks on horseback will max out at 150% movement speed. For monks 18th level and up, this equates to no change in movement rate.
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Chrys Ellis
Jr. Member
Posts: 213
RE: Fully Rideable Horses
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Reply #28 on:
January 04, 2006, 06:14:00 AM »
All right then. Any other tests you'd like run before I have a GM kill my horse and refund my coins?
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Gilmh
Jr. Member
Posts: 90
RE: Fully Rideable Horses
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Reply #29 on:
January 04, 2006, 06:45:00 AM »
Are these horses weaker than a Paladin's?
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Leanthar
Game Master
Hero Member
Posts: 11447
Thanked: 461 times
RE: Fully Rideable Horses
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Reply #30 on:
January 04, 2006, 07:42:00 AM »
@chrys, none that I can think of right now...if we need one later we can always give you the gold for the test then remove the horse. Thanks for your help. Go ahead and have a GM kill your horse and refund your gold if you do not want to keep the horse.
@gulnyr, yes they are weaker than a Paladin's warhorse. However, both are being updated to be better than they are currently (at this time) in game.
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Guardian 452
Sr. Member
Posts: 3511
Thanked: 228 times
RE: Fully Rideable Horses
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Reply #31 on:
January 04, 2006, 07:59:00 AM »
I have to agree that it makes little sense for a horse to run faster at all reguardless of level cause a Monk is sitting on it.
well maybe they dont ride it they push them....
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D Blaze
Full Member
Posts: 455
Thanked: 3 times
RE: Fully Rideable Horses
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Reply #32 on:
January 04, 2006, 08:58:00 AM »
I got an idea while talking to Xiao about mounted combat.
If a character is successfully knocked down while mounted on a horse, they will be knocked off the horse.
Also, seeing as how being seated in a saddle is not quite as easy as standing your ground, fighting on horseback would incur a negative modifier to Discipline, or giving an attack bonus to enemies making the attempt to knockdown.
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ThrainSil
Jr. Member
Posts: 146
Thanked: 5 times
RE: Fully Rideable Horses
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Reply #33 on:
January 04, 2006, 10:33:00 AM »
Fighting on horse back would require training to my mind like using exotic weapons etc. Should be a feat that must be chosen.
But there can be a giant thread on all the changes to combat dynamics that a warhorse would provide and probably a lot of code writing as well. I.e. if you use a spear from a horse it does extra damage to opponents and conversely if you run into someone with a polearm set vs a charge you and or your horse would take extra damage. No longbow use from a horse and no crossbow reloading also come to mind.
However I think that the horses are not war horses (unless a paladin has one?). If the horse is not trained and or the rider not trained then I think you should not be able to fight from horseback without some giant negative attack modifier and possibly a bonus to attackers against you if you are on a regular horse. Might work like a handed weapon fighting thing with the horse as the proverbial "2nd weapon".
of couse this is a Dwarfs' opinion. :>
And as a Dwarf I would like to see all the humans and elves having to practice Dressage all day in the fields *laughs loudly*
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Jilseponie Wyndon
Sr. Member
Posts: 1143
Thanked: 117 times
RE: Fully Rideable Horses
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Reply #34 on:
January 04, 2006, 10:52:00 AM »
I think one should beable to fire a bow or crossbow from the horse. People have hunted from horse back for ages. A reduction modifier maybe afer an intiative failure, (Not being able to take the first shot) but as a rider of horses, they can stand pretty still. Other than that, all other suggestions sound reasonable.
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Leanthar
Game Master
Hero Member
Posts: 11447
Thanked: 461 times
RE: Fully Rideable Horses
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Reply #35 on:
January 04, 2006, 10:53:00 AM »
I know war horses and horse combat would be very cool to implement--*sighs lovingly*. However, we have no intention of introducing war horses, lances, jousting or anything like that. A paladins warhorse is very much different than a normal horse.
I'm sorry. The horses are for RP and character customization only at this time.
I just didn't want people to get their hopes up on that stuff and be waiting for things, it just isn't going to happen for quite some time--if ever.
You can already fight, cast, use range combat etc. from the horses. We just will not be adding anything more to them. This includes horse armor, character benefits or decrements, feats or anything like that, besides what has already been listed and/or pertains to something that is exploitable.
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ThrainSil
Jr. Member
Posts: 146
Thanked: 5 times
RE: Fully Rideable Horses
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Reply #36 on:
January 04, 2006, 11:01:00 AM »
With the bows I was thinking that giant traditional European long bows would be too long. Short bows yes. Hence the size of say Mongal bows which where recurved and small. Unless you like the Japanese long bows which I think are short on the bottom so they can be used from horseback.
While you could shoot a crossbow once I think loading would be hard from horseback in combat. Mabey not though.
However dwarven fire breathing war ponies should be available and Thrain has it on good authority that they will.
* the authority being the drunken dwarf at the inn*
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jjkolb
Full Member
Posts: 302
Thanked: 1 times
RE: Fully Rideable Horses
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Reply #37 on:
January 06, 2006, 10:13:00 AM »
I don't suppose that horses can climb mountains, but how about jumping things like the creek on Rilara?
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Dorganath
Administrator
Hero Member
Posts: 14705
Thanked: 2076 times
RE: Fully Rideable Horses
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Reply #38 on:
January 06, 2006, 10:14:00 AM »
Horses can go anywhere you can go, and in the same manner that you would use to get there.
Nothing more, nothing less.
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Gilmh
Jr. Member
Posts: 90
RE: Fully Rideable Horses
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Reply #39 on:
January 06, 2006, 02:46:00 PM »
*Looks to the answer to his previews post* I don't know if that is a good or a bad thing... this way I am still not sure if I want to take levels in Champion of Toran
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