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Rules for flying mounts are found on DMG 50. These rules go into some detail which is covered on this page, as well as creature-specific rules found on the individual pages. The three standard flying mounts are the [[hippogriff]], | Rules for flying mounts are found on DMG 50. These rules go into some detail which is covered on this page, as well as creature-specific rules found on the individual pages. The three standard flying mounts are the [[hippogriff]], | ||
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+ | ===== Mounting and dismounting ===== | ||
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+ | If time is not taken to properly mount, the rider will tend to fall in the first round of melee.((DMG 53.)) | ||
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+ | * It takes 2 rounds to properly strap in to the saddle. | ||
+ | * If not properly strapped in, there is a 5-in-6 chance to fall off in any round that the aviator was ever in melee range with an enemy. Similarly, there is a 1-in-6 chance to fall in any round that the aviator is involved in missile exchange -- whether on the giving or receiving end, or both. | ||
+ | * It takes 1 round to unstrap. Cutting oneself out is typically not possible (the straps are necessarily very robust). | ||
===== In combat ===== | ===== In combat ===== | ||
If not flying, mounts will attack on the 2nd and subsequent rounds after they engage in a melee, just like warhorses. If flying, the [[flying combat]] rules must be used, which operates differently than the standard melee. | If not flying, mounts will attack on the 2nd and subsequent rounds after they engage in a melee, just like warhorses. If flying, the [[flying combat]] rules must be used, which operates differently than the standard melee. | ||
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+ | Note the " | ||
===== Carrying capacity ===== | ===== Carrying capacity ===== | ||
Normal and max loads for a large number of flying creatures are found on WSG 47. | Normal and max loads for a large number of flying creatures are found on WSG 47. |
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