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Showing posts with label mounts. Show all posts
Showing posts with label mounts. Show all posts

Friday, June 21, 2019

RMA: Camels

No, I don't have a cigarette!

I think one of the reasons that camels are rare in my games, and I suspect other peoples is two-fold. One, they are heavily associated with desert climates and most campaigns are not set in the desert (at least not for extended periods). The second reason is that most games don't track resources and travel the way that lets these creatures shine.

Camel (from Cook)

AC: 7
HD: 2
Move: 150' (50')
Att: 1 bite /1 hoof
Damage: 1/1d4
No. App: 0 (2d8)
Save: F1
Morale: 7
Treasure: nil
AL: N

So we can see these stats are not impressive. Camels are not very tough, fast, brave, strong, or impressive in a fight. In the description, it even specifies that riders cannot perform a lance charge from camelback. Horses, on the other hand, can faster, do more damage, have better morale, and/or carrying capacity, depending on what type you choose. So why choose a camel?

Terrain: While it is true that a riding horse can easily outpace a camel (240' vs. 150'), remember that desert terrain drops movement by 2/3. Camels treat this as clear terrain, meaning under those conditions the difference is 160'  vs. 150'. Draft and war horses are even slower. This can make a crucial difference when it comes to overland travel in a harsh environment like a desert.

Climate: It's true that a camel cannot carry as much as some horses, but by moving faster through the desert, you need fewer supplies. Also, you don't need to carry water for the camels (provided you plan on being out for two weeks or less. I know that many campaigns aren't tracking every coin of encumbrance, but water is heavy and in the real world horses be thirsty critters! 5-10 gallons per day is normal for horses (as opposed to 2 quarts for people). For the record, that's 40-80 pounds! So even low-balling it for a horse that's more acclimated to the environment, you'd still need to pack 400cn of water for every day you plan on being out in the sandbox. And that's just for one horse!

Imagine a scenario where a desert caravan with horses has to drag along casks of water in a wagon or some such only to have the containers destroyed by some foe or clever monster. They know the party will never make it out of the desert alive, so they just wait a few days and then pick over the caravan after everyone is dead of dehydration. A cleric with the Create Water spell could thwart this plan, but the odds favor it as a successful tactic. How many 6th+ level clerics are wandering the dunes anyway?

So we can see that using camels in such a situation would mean carrying a couple of gallons of water  per day for a party vs. 20+ gallons. This could be managed with several skins or one small cask. Food is still an issue, but that's true of both horses and camels.

Camels are specialized animals, for specialized environments. While it's true they aren't very impressive in a fight, that shouldn't be the only measure of their worth to a party of adventurers. Especially if they need are traversing the Emirates of Ylaruam or such places. 



Friday, September 1, 2017

RMA: AAAH! FLYING DINOSAURS!

(link utterly NSFK/W)


While not true dinosaurs, the pterosaurs are inextricably linked with the terrible lizards in people's consciousness. The distinction is even less an issue in a "Lost World" scenario where we are lumping species together that were actually separated by millions of years (and various continents).

In the real world, there were several species of these creatures, but for BX purposes they are split into two: The pterodactyl and the pteranodon. This is a nice, simple way to offer smaller and larger options for using the beasts in your game.

D&D took a page from classic prehistoric fantasy stories and doubled these creatures in size for the purposes of making the more fun.

It just doesn't get better than Harryhausen!

Pterodactyl (from Cook & LL):

AC: 7
HD: 1
Move: (fly) 180' (60')
Att:1 (bite)
Dmg: 1d3
No. App:0 (2d4)
Save: F1
Morale: 7
Treasure: nil
AL: N

Pteranodon
AC: 6
HD: 5
Move: (fly) 240' (120')
Att:1 (bite)
Dmg: 1d12
No. App:0 (1d4)
Save: F3
Morale: 8
Treasure: V
AL: N

(Note: The Cook Expert rules contain a typo that does not list the number or type of attack for these monsters, I took that stat from the Labyrinth Lord retro-clone)


The pterodactyl is the smaller of the two, with a wingspan of 8-10 feet (real ones it was more like 3 feet). They aren't big enough to haul away a character, but a half dozen of them harassing a party or their mounts could be an annoyance. Their low morale suggests they'd flee easily, but possibly return to harry a likely meal. Essentially treat them as prehistoric giant, non-vampiric bats and you'll be close. The way I might use them is to have them get defensive around their nests/roost and the resulting flapping and noise might attract a bigger threat (force a wandering monster check).

BX Pteranodons are much bigger (50' span) and described as more aggressive. Having one swoop in and grab a character is a classic move, though it would probably target the lighter/less armored ones for carrying purposes. They actually get a treasure type, so maybe shiny objects and former victims' equipment ends up in their nests? The most fun way to use them would be as flying mounts, of course. Perhaps a tribe of airborne neanderthals or some PCs with a charm monster spell?