
Colette Brunel |
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The mess that is exploration tactics (and social tactics) thickens. According to page 329 of the playtest rulebook:
To determine which tactic applies, use the following guidelines. A tactic like wandering or sneaking, which doesn’t cause fatigue, consists of a single action repeated roughly 10 times per minute (such as sneaking using Sneak 10 times) or an alternation of actions that works out similarly (such as searching’s alternation of Stride and Seek).
A fatiguing tactic, such as hustling, causes fatigue after 10 minutes. A fatiguing tactic is typically composed of actions at a quicker pace, such that the character takes roughly 20 actions per minute (for hustling, that’s 20 Stride actions). Any tactic involving spellcasting causes fatigue after 10 minutes even if it doesn’t take as many actions. Someone who’s Concentrating on a Spell but not moving still gets fatigued.
If you lack both the Ride feat and an animal companion mount, you must Handle an Animal (at an unlisted DC) and then Command an Animal in order to get a mount to move. That takes two actions each round, making it a fatiguing tactic. You will be fatigued after 10 minutes.
As per page 322:
If you’re fatigued in exploration mode, you can’t choose any tactic other than wandering.
The moment someone with neither the Ride feat nor an animal companion mount spends 10 minutes riding a mount, they immediately become fatigued, and they lose the stamina with which to continue their riding.
How are entire parties supposed to travel upon, say, horses or camels?

magnuskn |
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The solution is to remove the onerous and really unrealistic fatigue rules or at least amend them to something less... I am struggling to find a polite word here.
Yeah, okay, when I do a slightly strenous activity for 10 minutes at a time , I need to lie down for 8 hours or I'll be physically fatigued for the rest of the day. That sounds totally something which every marathon runner and person who works in a job with extended physical activity can endorse, surely.
Otherwise we'd have people heating their tea with Prestidigitation, because that would be FUN and we can't have that!
PF2E: Balancing fun out of the game.
Sorry, that's been bothering me the whole week now.

Mathmuse |
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The same page adds,
You can reset the 10-minute timer for fatigue’s onset if the
group spent a reasonable amount of time on less strenuous
activities. As a rule of thumb, the characters should spend
about as much time on non-fatiguing tactics as they did
on the fatiguing tactic for the timer to reset.
Thus, the feat-less rider could ride for 9 minutes, rest for 9 minutes, and repeat, essentially riding at half speed for an extended period. Unfortunately, this is slower than walking.
It is also weird that the rider becomes fatigued but the horse does not.

Cantriped |
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If you have neither Ride, nor a Companion; 'mounted wandering' is indeed a fatiguing tactic.
However, if you have Ride, 'mounted wandering' becomes nonfatiguing (because you're spending 1 Command An Animal action to get 1 action in return; and you don't have to Handle a Friendly mount if you have Ride).
If you have a Companion, both "mounted wandering" and "mounted hustling" become nonfatiguing for you (because you're spending 1 Command An Animal action to recieve 2 actions in return, and Minions don't need to be Handled either); "Hustling" is still fatiguing for the mount however (since it is spending 2 actions per round).
In addition, the DC isn't unlisted, its dependant on the Animal's level. A Warhorse is 3rd Level IIRC (and makes a decent Mount until your Companion's HP finally catch up).

Colette Brunel |
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I apologize; I seem to have accidentally posted this thread twice across different subforums.
Yeah, okay, when I do a slightly strenous activity for 10 minutes at a time , I need to lie down for 8 hours or I'll be physically fatigued for the rest of the day. That sounds totally something which every marathon runner and person who works in a job with extended physical activity can endorse, surely.
It really is silly. We all know that after some strenuous physical activity (other than life-or-death combat, mysteriously), it takes a full eight hours to recover from the exertion.

Cantriped |

It is also weird that the rider becomes fatigued but the horse does not.
Why wouldn't the tactic rules apply to Companions too? They are characters/creatures too (the terms are explicitly interchangible in this edition). A companion or familiar (or cohort when those become available) can engage in tactics so long as you engage in a 'leadership'-like tactic (i.e. Commanding A Minion every round) to keep supplying them with actions you control. They can still act autonomously if necessary, as such I'd allow an uncommanded minion (such as a companion or familiar) to follow behind you on the grounds that being left behind* would cause obvious harm to the minion. Minions can act uncommanded to defend themselves and avoid harm.
*because the master you are explicitly loyal to doesn't say 'Come 'er boy/gal' ten times a minute...
Mathmuse |

Mathmuse wrote:It is also weird that the rider becomes fatigued but the horse does not.Why wouldn't the tactic rules apply to Companions too? They are characters/creatures too (the terms are explicitly interchangible in this edition). A companion or familiar (or cohort when those become available) can engage in tactics so long as you engage in a 'leadership'-like tactic (i.e. Commanding A Minion every round) to keep supplying them with actions you control. They can still act autonomously if necessary, as such I'd allow an uncommanded minion (such as a companion or familiar) to follow behind you on the grounds that being left behind* would cause obvious harm to the minion. Minions can act uncommanded to defend themselves and avoid harm.
*because the master you are explicitly loyal to doesn't say 'Come 'er boy/gal' ten times a minute...
I looked over the rules, and I didn't see that animal companions can be commanded without Handle Animal actions. Did I miss that rule, or is that that Cantriped is asking about?
Animal companions can perform two actions for each one-action command, so in theory a companion could Stride twice in the turn that its master uses Handle Animal and Command Animal, and then both master and mount rest the next turn (or more practically, the mount rests and the master uses one action to carefully look ahead with Perception) to avoid fatigue. That way an animal-companion mount can travel at an average speed of one Stride per turn.

Mathmuse |
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I apologize; I seem to have accidentally posted this thread twice across different subforums.
magnuskn wrote:Yeah, okay, when I do a slightly strenous activity for 10 minutes at a time , I need to lie down for 8 hours or I'll be physically fatigued for the rest of the day. That sounds totally something which every marathon runner and person who works in a job with extended physical activity can endorse, surely.It really is silly. We all know that after some strenuous physical activity (other than life-or-death combat, mysteriously), it takes a full eight hours to recover from the exertion.
I suffer from Chronic Fatigue Syndrome and that is what my life is like. Except that the recovery is three days of restricted activity rather than eight hours of sleep.
I have two advantages over other people with CFS. First, I have no mental impairment, so I could still perform the higher mathematics necessary for my job. Second, I can feel a characteristic spike in muscle pain when I hit my threshold of exercise tolerance and stop right before I trigger the fatigue. That would be like a character carefully counting out nine minutes and nine rounds right before stopping to rest to avoid fatigue.
I was amused when the Pathfinder 2nd Editon designers named a bard muse "polymath." Now I see that they based their fatigue rules on me, too.

Cantriped |

I looked over the rules, and I didn't see that animal companions can be commanded without Handle Animal actions. Did I miss that rule, or is that that Cantriped is asking about?
Animal companions can perform two actions for each one-action command, so in theory a companion could Stride twice in the turn that its master uses Handle Animal and Command Animal, and then both master and mount rest the next turn (or more practically, the mount rests and the master uses one action to carefully look ahead with Perception) to avoid fatigue. That way an animal-companion mount can travel at an average speed of one Stride per turn.
You do not have to Handle Animal on a Companion or Familiar because they possess the Minion Trait. They're also explicitly described as "loyal comrades who follow your orders" in the case of Companions, or not even technically animals anymore in the case of a familiar. The Rulebook's wording is vague at best, and downright misinformative; so see the Playtest Bestiary for the more accurate description of the Minion Trait instead. Which describes Commanding A Minion as if it were an entirely different action with (with minion-based requirements).
Handle An Animal is an Action Tax that only applies to NPC Animals (those bought from the equipment section or else acquired as rewards rather than from an Ability or Feat) to make them less useful than minions. Note use of the conditions Helpful, Friendly, and Indifferent (which appear on pages 322-323) as requirements. The Ride and Animal Bond feats only exist to make acquiring additional non-scaling animals more viable; neither applies to companions or other minions. They're literally just very flavorful feat taxes on a tactic the developers were worries would be overpowered (having multiple creatures under your command).

vestris |
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So command animal is clearly worded for encounters not for exploration. Now lets say you want to adapt the skill use to riding in exploration tell the horse to move, tell the horse to change course tell the horse to stop that are roughly 3 actions needed for travelling on horse, you do not need to tell the horse every 6 seconds not to stop it doesn't have an autostop function. Except if you travel a cpu driven horse that exactly does what its told, in the sense of command = stride -> horse moves up to 40 feet, in combat yes not in exploration. This was if anything an oversight. I don't even think that it needs better wording.
Fatiguing however is something else entirely but not really the core of this thread. I like that magic is treated differently here than everything else, not sure about the metrics but the general idea is fine. There need to be different degrees of fatigue (which is one of the advantages of the labels in general, strangely fatigue does not have a value assigned to it) and then different types of rest to reverse said fatigue states, like: Short Rest: Duration: 10 min Reduce your fatigue level by 1, unless you are fatigued 5 which can only be reversed by a long rest. Everything of course if one would want to keep the current system.
I don't think it was necessary to give a name to "exploration" mode and hence create some basic rules for it making it complicated and create room for misunderstandings, missed labels (combat exploration labels for different skill uses) etc.. But that is where we are, I will never use any specifics from the exploration "ruleset" in practice when running non playtest games and even in those I don't think the intention was to hard limit the players but rather to give newer DM's some idea of whats possible and whats not.

Mr.CoffeeCup |
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I've seen many posts on this and I wonder if I am the only GM that let the PCs ride animals without making those checks? It seems ridiculous to me that every six seconds each PC would need to handle and command the animal to continue moving.
My group was given trained mounts to ride. They rode them until there was a battle. The PCs would have needed to use Handle Animal and Command Animal at that point to use them in combat. They opted to dismount and engage on foot.

Captain Morgan |
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I've seen many posts on this and I wonder if I am the only GM that let the PCs ride animals without making those checks? It seems ridiculous to me that every six seconds each PC would need to handle and command the animal to continue moving.
My group was given trained mounts to ride. They rode them until there was a battle. The PCs would have needed to use Handle Animal and Command Animal at that point to use them in combat. They opted to dismount and engage on foot.
A reasonable GM would never make people those checks out of combat, much less every six seconds, no. It is probably worth clarifying the rules text just because not everyone applies common sense. Adding a "riding tactic" that specifies it isn't fatiguing would suffice for example.

Mr.CoffeeCup |

Mr.CoffeeCup wrote:A reasonable GM would never make people those checks out of combat, much less every six seconds, no. It is probably worth clarifying the rules text just because not everyone applies common sense. Adding a "riding tactic" that specifies it isn't fatiguing would suffice for example.I've seen many posts on this and I wonder if I am the only GM that let the PCs ride animals without making those checks? It seems ridiculous to me that every six seconds each PC would need to handle and command the animal to continue moving.
My group was given trained mounts to ride. They rode them until there was a battle. The PCs would have needed to use Handle Animal and Command Animal at that point to use them in combat. They opted to dismount and engage on foot.
I don't prefer the introduction of all the mechanics describing exploration, but that seems like a reasonable approach based on the direction the game system has gone.

DerNils |
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I think we can reasonably expect an answer to these questions after the test phase for Pale Mountain, as this is the Scenario to test Exploration Mode/Riding/Terrain.
As is, I have no idea what the intent is for companions or mounts in exploration mode. The RAW really stops working here with their weird 1 for 2 actions deal that is intended to balance encounter mode.
How independent they want them to be in exploration is up for grabs.
As for riding I don't think the intent for it is to be as crazy as it is right now, but who knows. There should be a difference between people that can ride and those that can't, but currently it feels really limiting.

Snickersnax |
The moment someone with neither the Ride feat nor an animal companion mount spends 10 minutes riding a mount, they immediately become fatigued, and they lose the stamina with which to continue their riding.How are entire parties supposed to travel upon, say, horses or camels?
Clearly the halfling hireling animal handlers guild has a strong lobby...:)

Snickersnax |
Other than spell casting that is specifically called out as fatiguing when you are not moving, all of the exploration mode fatiguing activities require moving and doing another activity in order to be fatiguing. When you are handling and animal and commanding it to move you are technically not moving at your travel speed you are just sitting there, so it is not fatiguing.

Dystichon |
Have you ever tried riding a horse without any training?
I can assure you, your soar arse and your acking back and belly muscles will force you to stop riding in about 10minutes.
With training and actually knowing how to properly 'sit' on a moving horse and you can manage it for hours.
For those who dont want to spend a skill / feat on riding wagons and charts have been invented.

Snickersnax |
Have you ever tried riding a horse without any training?
I can assure you, your soar arse and your acking back and belly muscles will force you to stop riding in about 10minutes.
With training and actually knowing how to properly 'sit' on a moving horse and you can manage it for hours.
For those who dont want to spend a skill / feat on riding wagons and charts have been invented.
Yes for several hours and I was sore the next day, but I'm sure that it wouldn't take too much time to get used to it. I suppose for people who sit in chairs all day long it could be more difficult.

Natural Six |
I think the answer to your question is in "specific overrides general." A PC with Ride doesn't need to Handle and Animal to control a mount, and getting the horse or camel to let you Mount it constitutes controlling it.
As for the limit on travel speed, and setting aside any personal opinion on exactly how fatigued someone would become IRL, I don't mind the idea that someone untrained in riding wouldn't be able to progress as quickly through a day of travel. So here's my approximate solution:
If anyone in the party has Ride, then they can get the other people mounted without issue. (Specifically, command the other PC's would-be mount to Stand until they can clamber on.) Since the horses (for example) have been mounted properly, they won't automatically try to buck their riders (a little gem from the bestiary, IIRC). At that point, it's up to the GM how easy it is for one skilled (feated?) rider to keep a group moving. If nothing else, one could use lead reins.
The riders without the feat, of course, still are in for a time of it if anything jumps out at the party. Mounts go frightened 4 and fleeing, again IIRC, unless they are battle trained. They might decide, post panic, that they no longer are mounted properly and try to buck their riders. Even a warhorse would require checks to get it to do anything.
All of this raises the question whether Ride should go back to being a skill. There's something to admire, IMO, about the way the rules elements mesh together, but a feat seems expensive to me, and we've discovered some clunkiness in the end result.
It also occurs to me that a PC need only be Trained in Nature to Handle an indifferent animal, like a passing tiger who isn't hungry at the moment. Wackiness could ensue.