Wednesday, May 8, 2019

Thinking on the Paladin's Warhorse

"Thus was Advanced Dungeons & Dragonsborn, and the death knell of the loosey-goosey, fly-by-the-seat-of-your-pants OS style of play."
~ Tim Kask, former TSR employee

Sorry to post this quote a second time, but it's a big belly-laugh for me.  If this was the goal of AD&D, the writer and editor fell way short of the mark ~ as we knew when we started playing the version in 1979.

I said earlier this week that we fell in love with AD&D.  That is only half true.  It was something like falling in love with a slacker or a wastrel with potential.  If only something could be done about their shortcomings, they'd someday grow up to be a wonderful person ... but for the present, they're still sadly lacking.

As I was reminded today as I undertook to write proper rules for the paladin's warhorse for my wiki, which I've never really done.  Seems there have been many concepts that I've skimmed over these past decades, as I've concentrated on codifying more contentious material.  There's always another subject, another detail.  And with something like the paladin's warhorse, I've relied on my memory of old rules and my perception of the animal, why it exists and what it ought to be good for.  I wouldn't actually need the original rules to write my own, as I've run paladins with horses many times.

Still, it was rational this morning to return to the past and remind myself what the old AD&D books said about it.  Just to be sure I hadn't missed anything.  Doing so, I found a flood of memories ~ of how really miserable and petty the advanced rules were, and how clumsy, loosey-goosey and fly-by-the-seat-of-your pants were the details.  Here's the entirety of what AD&D had to say about the paladin's warhorse.

At 4th level ~ or at any time thereafter ~ the paladin may call for his warhorse; this creature is an intelligent heavy warhorse, with 5+5 hit dice, AC 5, and the speed of a medium warhorse; it will magically appear, but only one such animal is available every ten years, so that if the first is lost the paladin must wait until the end of the period for another.
~ Player's Handbook, p. 22.
When the paladin reaches 4th or higher level, he or she will eventually call for a warhorse. It will magically appear, but not in actual physical form. The paladin will magically “see” his or her faithful destrier in whatever locale it is currently in, and it is thereafter up to the paladin to journey to the place and gain the steed. As a rule of thumb, the journey will not be beyond 7 days ride, and gaining the mount will be an impossible task. The creature might be wild and necessitate capturing, or it might be guarded by an evil fighter of the same level as the paladin, and the latter will then have to overcome the former in mortal combat in order to win the warhorse. In short, the gaining of the destrier is a task of some difficulty which will take a number of days, possibly two or more weeks, and will certainly test the mettle of the paladin. Once captured or won, the warhorse knows its role and relationship to the paladin, and it will faithfully serve thereafter for 10 years. Thereafter, the paladin must seek another mount, as the former one will be too old to be useful.
The intelligence of a paladin’s warhorse is 5-7 points. The number of hit points per hit die of the steed will never be fewer than 50% of the level of the paladin, i.e., a 4th level paladin means the warhorse he or she gains will have at least 2 hit points per hit die, excluding the additional bonus of +5, while a 16th level paladin’s special steed will have maximum hit points per die.
If the character loses paladinhood for any reason, there will be an immutable enmity between character and mount, and the former will not be able to ride the latter, while the steed will escape at first opportunity.
~ Dungeon Masters Guide, p. 18.

Seriously.  What a bunch of dicks.  You can have your horse, but you have to adventure for it, and that adventure should be a 50/50 chance of dying, and if you fuck up as a paladin, you lose the horse, and if you lose the horse, you have to wait years and years.

And what is this horse?  It has hit points.  Is an attack specified?  No.  It's smarter than a horse but it's still pretty dumb, so don't expect a lot.  Big whup.  Does it explain what the horse does?  What real benefits the horse offers?  What the limitations are?  Will it fight on it's own?  Will it die defending the paladin?  No idea.  And this is what Kask calls "codified."  This is what he calls the end of grab-ass role-playing.  Pfffft!

I'd forgotten what a cretinous "benefit" this thing was according to the books.  I've never demanded a paladin fight for a horse, I've always immediately assigned a new horse when the paladin lost one (with a reasonable expectation for the paladin to return to civilization), I've never made it difficult.  The horse has always "understood" the paladin's wishes.  The one time I ever had a paladin "fall from grace" (my early days, when I was still deluded but such ideas), the horse did not defect.  What a ridiculous freaking concept.

But I admit ... I've not really nailed down what's going on, either.  What is the horse?  What is its motivation?  How much power & ability does it add to the paladin?  What precisely are the benefits?  These are questions that should be explored, not because they limit the horse, but because knowing what these things are gives additional power and control to the player.  If you don't know what the magic wand does, it's just a stick.  One great benefit of rules like this is they transform a utility into something wonderful.

I want to give it a little more thought, but I think the paladin's warhorse should be something quite special ~ and not just for the paladin, but for the whole gaming party.  Every player should feel the presence of the horse is a boon and an asset, not just for the one player but for everyone.

8 comments:

  1. I guess there's still a part of me that yearns to be a dick, because the whole "Fall from Grace" concept is one of my favorite parts of the paladin class.
    ; )

    I *do* remember reading this bit about fighting for your ride, but I am absolutely sure I never used it. Not that we ever saw many (any?) paladins in our campaign anyway. I always thought the whole "magic" of the paladin meant this beautiful semi-intelligent war horse would simply walk out of the woods one day when the hero was ready for it (i.e. upon achieving 4th level). In a game that seemed to promote wilderness (outdoor) adventure/travel no earlier than 4th level, this seemed perfect timing...especially as a paladin's lack of ready money might otherwise preclude her from purchasing a suitable stallion.

    Of course, now I realize that most knights had multiple horses and certainly wouldn't deign to ride their warhorse for any purpose other than war or a tournament...they were far too precious (and temperamental). A better trick would be to have a magical squire appear riding a sumpter and leading both a riding horse (a courser or rouncy) and a warhorse (charger or destrier). Let the rest of the party look on with jealousy...but if you're going to put up with the baggage attached to the paladin, you might as well get some perks.

    I wonder if any enterprising PC has ever tried to sell his warhorse, or trade it for a "raise dead" spell or something. That would be an interesting event...a non-paladin wanting to own a paladin's steed and willing to bargain something the PCs really want for the animal.

    *sigh* I've been missing AD&D lately. All its little fiddly bits...

    ReplyDelete
  2. The horse stepping into sight at the right moment is exactly how I've always run this.

    ReplyDelete
  3. I don't recollect that passage from the DMG, likely because nobody ever played a paladin due to the impossible stat configuration. Insult to injury is an understatement. It's like getting a lump of coal for Christmas.
    As a BX guy, the first thing that comes to mind is moral and reaction adjustment as a result of the steed. Good folks are in awe, and bad ones feel like their souls have been exposed making them want to crawl back into the darkness. I would also consider giving the horse unflappable moral when in physical contact with the paladin.
    Perhaps the mount should become more impressive as the paladin advances levels?

    ReplyDelete
  4. @ Johnny:

    3E did a lot of "advancing" animal companions (especially with regard to druids); it doesn't work all that great in practice and led to a bunch of weirdness down the road (dire and celestial animals for high level characters).

    Though it might work better with Alexis's system (adding class/levels to monsters). Warhorse as a retainer? Is XP gain limited by the creature's (relatively low) Intelligence score?

    [for a possible B/X solution, you might check out the cleric spell "Summon Steed" in my B/X Companion]

    ReplyDelete
  5. Nope. I dumped the class/level to monsters/animal followers about seven years ago. Really didn't work. But I have built other rules for druids controlling animal followers based on their intelligence and proximity to the druid. These seem to work better.

    http://tao-dndwiki.blogspot.com/2018/02/animal-friends.html

    ReplyDelete
  6. Before you make rules for something fantastic, you need to know how things work for something ordinary. In the case of a paladin's warhorse, you need rules for mundane horses.

    Which Alexis has. In pretty good detail.

    I can see reasonable offerings for the paladin's warhorse. Things like bonuses to morale, to the point where the animal never breaks in combat; increased stamina so that it (almost) never needs to rest; improved intelligence, such that, even if it can't talk outright, it can understand complex language and ideas.

    Actually . . . as silly it might be . . . I'm reminded of the horse from Disney's Tangled.

    ReplyDelete
  7. JB: I like the spell as a base for the clerical casters (MV, M & recast period). I think, if i ever have a paladin PC (which is very unlikely) I would use the MV and M while adjusting the recast period. You get the first one for free and if you needed to replace there would be 'god quest' after a period of penance (~3 mo, which is a long time in my experience) since the horse is special because it is a sacred device. Further on the 'sacred device', I would give the paladin a +1 reaction adj while mounted and once achieving 6th level a -1 to enemy morale while mounted.

    I made the mistake of referencing the UA to see if the dickery had been fixed. "As a sub-class of of the cavalier, no longer has a prime requisite ability and does not gain an experience point bonus for exceptional ability scores". The 10 year replacement is just nuts. My current campaign is 100 sessions in and we are only 211 days of campaign time. Why Gary did you hate so much on the paladin?
    Looking afield:
    AEC keeps the stupid once per 10 yrs,
    ACKs just dispenses with the mount aspect,
    AS&SoH is a vision quest at 5th that needs 1 yr between attempts
    Adventures Dark & Deep is mostly UA and the 10 year replacement policy and,
    HackMaster 4e is simply a "memorable acquisition".

    ReplyDelete