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FASA Games, Inc.FASA Games Forums and News 2025-06-02T20:12:33 https://fasagames.com/forum/app.php/feed/topic/1771 2025-06-02T20:12:332025-06-02T20:12:33 https://fasagames.com/forum/viewtopic.php?t=1771&p=25884#p25884 <![CDATA[Re: Cavalrymen should have the slowest mounts possible?]]> сайтсайтсайтсайтсайтсайтсайтсайтсайтсайтсайтсайтсайтсайтсайтсайтсайтсайтсайтсайтсайтсайтсайт
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Statistics:Posted by yankeeschic — Mon Jun 02, 2025 8:12 pm


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2025-05-24T21:27:432025-05-24T21:27:43 https://fasagames.com/forum/viewtopic.php?t=1771&p=23858#p23858 <![CDATA[Re: Cavalrymen should have the slowest mounts possible?]]> отно309.3совсCHAPClifKnowEditHenrВладмузыCentDhabSnooSignприрTefaFontDormGottInsoкандПанонеда
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Statistics:Posted by yankeeschic — Sat May 24, 2025 9:27 pm


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2020-05-17T01:51:422020-05-17T01:51:42 https://fasagames.com/forum/viewtopic.php?t=1771&p=12999#p12999 <![CDATA[Re: Cavalrymen should have the slowest mounts possible?]]>
I have been allowing Cavalrymen with a Knack to Charge dismounted with OK results. If the intent is to limit the sheer Step increase by making the mount move a ways to "speed up", then ditch the minimum movement and change the Charge Attacks calculation to:
A successful attack during a charging attack adds the lower of either the mount’s Strength Step, or the number of hexes moved (yards moved divided by 2), to the Damage Step due to the high momentum of the impact.
In fact, I'll keep that going for my Knack, capping the Rank Bonus at the # of Hexes moved and not allowing double-move+attack on-foot (the weirdness in the action-economy there was not fun). Keep Wheeling Attack as-is (as it allows the full Bonus if you "ride-through"), etc. I wonder if there would be any other side-effects...

Statistics:Posted by Telarus — Sun May 17, 2020 1:51 am


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2020-05-14T08:15:422020-05-14T08:15:42 https://fasagames.com/forum/viewtopic.php?t=1771&p=12971#p12971 <![CDATA[Re: Cavalrymen should have the slowest mounts possible?]]>
"To make a charging attack, the rider must move towards the target in a relatively straight line at a speed of 10 or higher (using the mount’s standard action to move)."
Havn't checked the MR of the available mounts yet. Perhaps a 12 or even 14 would be better.

Statistics:Posted by Belenus — Thu May 14, 2020 8:15 am


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2020-05-13T21:42:332020-05-13T21:42:33 https://fasagames.com/forum/viewtopic.php?t=1771&p=12966#p12966 <![CDATA[Re: Cavalrymen should have the slowest mounts possible?]]>
I actually think a good workaround would be to move a minimum of the Rider's movement rate, rather than the beast's.

Statistics:Posted by Slimcreeper — Wed May 13, 2020 9:42 pm


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2020-05-13T13:52:462020-05-13T13:52:46 https://fasagames.com/forum/viewtopic.php?t=1771&p=12963#p12963 <![CDATA[Re: Cavalrymen should have the slowest mounts possible?]]>

Statistics:Posted by Lamoron — Wed May 13, 2020 1:52 pm


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2020-05-13T01:23:462020-05-13T01:23:46 https://fasagames.com/forum/viewtopic.php?t=1771&p=12949#p12949 <![CDATA[Re: Cavalrymen should have the slowest mounts possible?]]> Statistics:Posted by etherial — Wed May 13, 2020 1:23 am


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2020-05-13T00:02:232020-05-13T00:02:23 https://fasagames.com/forum/viewtopic.php?t=1771&p=12948#p12948 <![CDATA[Re: Cavalrymen should have the slowest mounts possible?]]>
But hey, they aren't alone in that regard, look at the Air Sailor. There's nothing wrong with them when they aren't on an airship but Swordmaster, Warrior or even Sky Raider is just simply better in most circumstances. If you've got a combat-ish focused campaign you're probably better off building a wilderness focused Archer or Beastmaster than a Scout. If you are in a campaign without any downtime, where the party is rushing from event to event, the Weaponsmith has a lot of useless Talents. Etc. etc.

Statistics:Posted by MetalBoar — Wed May 13, 2020 12:02 am


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2020-05-12T23:02:432020-05-12T23:02:43 https://fasagames.com/forum/viewtopic.php?t=1771&p=12946#p12946 <![CDATA[Re: Cavalrymen should have the slowest mounts possible?]]> Statistics:Posted by Slimcreeper — Tue May 12, 2020 11:02 pm


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2020-05-12T21:02:002020-05-12T21:02:00 https://fasagames.com/forum/viewtopic.php?t=1771&p=12941#p12941 <![CDATA[Re: Cavalrymen should have the slowest mounts possible?]]>

Statistics:Posted by Sharkforce — Tue May 12, 2020 9:02 pm


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2020-05-12T20:58:202020-05-12T20:58:20 https://fasagames.com/forum/viewtopic.php?t=1771&p=12940#p12940 <![CDATA[Cavalrymen should have the slowest mounts possible?]]>
"To make a charging attack, the rider must move towards the target in a relatively straight line at a rate higher than the mount’s Movement Rate (using the mount’s standard action to move)."

I think the intention is to avoid a player using charge attacks each round, but this rule just seems silly, but maybe I'm reading it wrong. As I read it, if you have a 10 MR mount you can do charge attacks at 11, where a much faster mount at 16 MR needs 17?

Warrior: What's that thing?
Cavalryman: Meet Lord Chompy Boy, my indoor mount.
Warrior: Is... is that Crocodile with a saddle?
Cavalryman: Oh yeah, the slowest thing I could put one on.

*Slaps croc on the saddle*

Cavalryman: You wouldn't believe the acceleration on this baby. 0 to charge in just 8 hexes!

Statistics:Posted by Lamoron — Tue May 12, 2020 8:58 pm


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