Joël of the FoS wrote:
Interesting movie, thank you. I noticed the floor is sand, and it may ease stopping and turning? Would they have the same 180 degree manoeuvrability on hard floor?
And to complete : what is the maximum angle of turn in a move action an unskilled rider could do? Does a 90 degree turn every twenty feet reasonable? Or a move action to turn 180 degree?
Its often something like sand, loose dirt, etc. We use gravel, about 3-4 inches deep in ours. It does make it easier for horses to stop or slow down quickly, and its better if a rider falls off a horse.
At running speeds, horses stop quickly by almost sitting on their rear, letting their rear hooves dig into the ground to stop. Loose ground covering definitely helps with that, as the horse ends up digging into the material, increasing the friction and weight which slows them down faster. On a hard surface, it would depend on the roughness of it. On something like flagstones, wooden planks, etc that are pretty smooth, horse hooves don't get a lot of purchase so the horse has trouble slowing down (one of the reasons horses wear shoes are to give extra grip on these kinds of surfaces). and thus harder to turn quickly. On something that was rougher, like packed earth, it would still be harder to turn, but if the horse can dig into it with its hooves at all, it could still (potentially) turn pretty fast.
And unskilled rider, based on my experience and thinking here, has about 3 options:
1. Slow the horse enough to easily make a tight turn. Since it requires slowing, then turning, then building up speed again, an unskilled rider is probably going to add some distance slowing and then have to cover that in return. This method probably wastes some time, so you aren't going to be in the fray until the second (maybe third) round, assuming you started immediately and had no trouble with the horse.
2. Making an arcing turn at high speed. This covers a bit of distance, but doesn't necessarily move much further away as you swing around in an arc back to the starting point. The advantage is keeping up your speed and it requires the least amount of skill to pull off. Part of the disadvantage is that it still takes time, especially if you take it wide. In theory, you can turn a horse pretty tightly even at a gallop. Even an unskilled rider could probably do this in a arc with a radius of 40 or 50 feet if they tried doing this. You would probably be back to the starting point no later than the second round.
3. Attempt to execute a keyhole-style turn. This is potentially the fastest option, but also hardest for an unskilled rider to pull off. Honestly, there's a small chance an unskilled rider on a *well-trained* horse could do it. But the odds are much higher they mess up, and either end up off the horse (which hurts like hell incidentally) or losing control of it, which gives the horse the freedom to do what *it* wants. At a minimum, attempting such a maneuver is going to require a hard check to prevent being thrown from the horse (skilled riders can be dismounted doing this; unskilled riders would face a steep penalty IMO), whether it works or not.
I'd say option 2 is definitely the best choice for an unskilled rider, assuming they have control of the horse, which is probably up in the air in a situation like this. War horses and the like are highly trained and wouldn't spook in almost any circumstances, while untrained horses can literally spook at nothing.
That said, if your gargoyle is actual, factual stone, it might be less likely to spook the horses due to the lack of a smell (though smashing into a carriage could spook them). Any unskilled rider who loses control of their horse isn't going to get it under control in time to respond to a gargoyle snatch-and-go.
Ignore the italicized text, I just finished reading the rest of the post. I think you've got it handled pretty good. The crash and crunch is going to spook the horses. Ironically, at night, if you play with the gargoyle as an actual stone creature, the horses won't really know where its at, especially if it isn't moving around a lot; horses have crap night vision. So it might be worth giving your players a pass on attacking, unless they are trying to get right up inside it for close-quarters melee combat. Checks to make turns, otherwise they take longer looks like a good choice for the action economy as I understand it.