deaddmwalking wrote:
I can get why you feel that way, but I can't believe you would expect everyone to also feel the same way.
Here's the thing: I know that everyone won't like it because it's impossible to get everyone on board with anything. As a design problem, "making all fans happy" is not even possible. Shit,
Avengers made a mountain of money and garnered rave reviews and people are still bitching about Antman not being a character. That's the nature of art.
Making something popular doesn't mean that it has to please everyone. It's sometimes hard to remember that on the forums because the loudest voices dominate.
To be perfectly honest, the only reason I present ideas on forums is to get real criticism, and I know that an idea is solid when I only get trolling and name-calling.
deaddmwalking wrote:And a shark actually becomes kind of an illustrative example because while I wouldn't expect most PCs to try to use one as a mount, I can totally see that happening.
If a shark is a monster, it can be a trap or it can be a mount or an important encounter element; if it is a trap you have to define what it does when it 'goes off', but also what happens if it is used as a mount.
That's not an idea that's been ruled out. There is really no reason why you can't have emergent behavior where some things only are tracked when they become acted on.
For example, I once fought a Yeth hound in an organized play game, and I was a little miffed at the end when I realized that "Yeth Hound Belt" was not something that I could write on my character sheet at the end of the session because all wealth and item gain was abstracted. It had been a great battle and writing down on my character sheet "Yeth Hound Belt" would have been one of the those pointless bits of RP that makes the game fun and I really wanted it.
So I could imagine a system where you never track Yeth Hound Pelts, but can let the DM put that into the game when you wanted to skin something.
Taken the logical end, you could still have animals in a trap-like system until someone tried to make them into mounts or cast a spell on them to turn them into monsters. Then you stat them up appropriately.
The problem with 4e is that nothing ever changed state. You'd get a treasure parcel when you really wanted to just get the Orc's sword, and that kind of thing grates on people. Abstraction is fine, but it doesn't need to be slavishly followed when there is no benefit.
deaddmwalking wrote:
You've already mentioned that you'd like to give mounts simple 'bonus to rider' buffs, but I don't think that would be a positive change. If I have a warhorse, I expect it to provide a lesser benefit than a gold dragon. I might fight a gold dragon or I might ride it. The fact that it is 'converted' to a simple bonus the moment it becomes a mount just makes it a re-skinned warhorse. If I'm the kind of player that wants a dragon mount, that's not going to cut it.
This just strikes me as 4e-isms, where nothing can actually impact the environment.
That's not a satisfying way to play.
Well, gold dragons are actual people and riding them is creepy, but I get your point.
The only issue I see here is that you think that my original idea was a stat buff. I never really saw it that way.
I actually saw them more like items: they grant some abilities and some bonuses and have HPs and things, but you don't track them as independent actors who participate with actions. Worrying about your horse's Will save when a dragon flies over and the Fear Aura washes over both of you is annoying as a story and as a mechanic, but having your horse killed from under you is fine.
This leaves room for riding Nightmares that take you ethereal and dragons that let you direct their flame breath as one of your actions.
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As for your Little Mermaid example, I think it's a perfect example of a non-monster encounter. there is no point where Ariel is going to fight that beast, so she uses a series of checks to avoid a trap with a limited number of times that it will go off.
In a lot of ways, it's not different than going down a hallway with a lot of traps and knotcutting your way through half of them and Disable Device-ing the rest, but the shark is a trap with a selection of options where each round is avoiding the option that comes up.