My inspiration for these guidelines came from Gamemaster Law. The Horse height charts were created with somewhat misleading results and I wasn't real exited by their typing of the sample breeds they used. The sample breed I give here are all breeds that were around during or before the middle ages (some are pre-historic), and they all still exist today. I do recommend that the horse trait chart in GM Law be used, the results there are very interesting and even accurate to a certain degree (check out Saddlewise, I've had horses that do this), they add a bit of depth to the horse's personality.
Remember, the horse is a very important tool for the player, as most campaigns are very travel intensive. The horse is also a very personal animal, it gets to know it's owner/rider and even the most well trained steed works better for the person it knows and loves.
Horse must be trained for the tasks they are asked to perform. If a character attempts to saddle or mount a horse that has not been trained for riding, his chance of success is absurd or sheer folly (i.e., he will suffer some appropriate penalty). This applies to any horse hooked to a wagon or cart or a horse asked to carry a rider into a war or fight in any combat or perform any action for which it has not been trained.
Light Horse: The light horse has features that make it suitable for riding. The form of the back allows a saddle to be fitted easily. It has well defined withers (the top of the shoulder area) and shoulders, it's back is not too broad, and it's length and proportions in the hindquarters contributes to speed. Light horses stand between 15 to 17.25hh.
Heavy Horse: The heavy horse gives the impression of size and strength. The body is wide and the back is broad and fairly short. The body is heavily muscled and the legs are thick and short. The hindquarters are very wide and heavily muscled, the chest is broad and the forelegs set well apart. Some breeds have feathering, which is hair that grows fluffily over the hooves, while other breeds are clean legged. Heavy horses stand between 16 and 18hh.
Destrier - This is a rare horse type that is bred for war. This warhorse is always of the Heavy Horse Group. Warhorse breeds could also be used for draft, but those trained in war would be too valuable for such a use. The rider of a heavy warhorse should receive a bonus to riding and possibly to mounted combat if the gamemaster allows it. This bonus is variable, based on the quality of training of the horse (to be determined by the GM). The Destrier has a slower pace than that of light horses and extended travel on one would take a little longer. Many times, a lighter horse would be used for travel riding with the Destrier in tow so it would be fresher for battle. Upkeep (feed and care) for this horse is intensive and expensive. The price to purchase one of these trained warhorses would be extremely high. Historically, heavy warhorses contained such breeds as the Brabant or Belgian, the Jutland, the Noriker and the Boulonais. Roll on the Heavy Horse Height Table With a +10 modifier.
Charger/Courser - The Charger is the most common type of warhorse. Belonging to the Light Horse Group as this type does, does not necessarily mean that it is a small horse, they are usually as tall as and sometimes taller than the heavy Destrier. These horses are bred and trained for war and are in excellent physical shape for combat. The rider of a warhorse should receive a bonus to riding and possibly to mounted combat if the gamemaster allows it. This bonus is variable, based on the quality of training of the horse (to be determined by the GM). These horses are faster than the Destrier and even though they lack the Destrier's great strength, they are still very powerful steeds. Upkeep is intensive and expensive. The price to purchase one of these trained warhorses would be extremely high. Historically, this type would have included the Friesian and the Rottaler or Bavarian Warmblood. Roll on the Light Horse Height Table with a +20 modifier.
Palfrey - The Palfrey is a normal riding horse. It is of the Light Horse Group. This is the most common type of riding horse and is rarely trained for combat. They can be used for war, but should not receive any positive modifier to be added to the rider's mounted combat bonus. Quality of Palferys is greatly varied. A horse not specifically trained for combat would be hard to control in such a situation, it is suggested that a negative modifier be applied to both the riding roll and the mounted combat total. Palfreys can also be trained to pull carts and wagons. Upkeep is more economical than a warhorse, but can be expensive, especially in winter. Historical breeds would include the Arabian, the Welsh Cob, the Andalusian, the Cleveland Bay and the Irish Draft. Roll on the Light Horse Height Chart.
Draft or Farm Horse - This horse type could be either from the Light or the Heavy Horse Group. Many riding horses were also used for draft, such as the Brabant, the Cleveland Bay and the Irish Draft, but not all draft horses were used extensively for riding, such as the Shire. Draft horses pull plows, carts, wagons and anything else that needs pulled. These horses would not be useful in war or combat, they would spook easily and generally not be easy to manage in such a situation. Roll on either the Light or Heavy Horse Height Chart.
Pony - The pony type comprises ponies that are sturdy and nimble. They are mostly used for pack animals but some of the larger breeds are ridden. Historically, the Welsh Mountain Pony, the Shetland and the Landais would be in this type. Upkeep is economical. Roll on the Pony Group Type I Chart for height.
Riding/War Pony - This pony type is made up of the larger breeds of ponies that can be used for riding. If a fantasy setting contains smallish races or nomads whose society revolves around smaller horses, like the Mongols, this type should be used. Upkeep is economical, but can be more expensive for larger breeds. These ponies can be trained for war, but bonuses should be limited, if allowed at all. Historically, this type might contain the Norwegian Fjord, the Highland and the Icelandic Horse. Roll on the Pony Type II Chart for height.
Mule/Donkey - These are mainly used for pack animals, although they can be ridden. For mules, a sterile crossbreed of horse and donkey, roll on the Pony Type II Chart with a -10 modifier for height. For donkeys, roll on the Pony Type I Chart with a +10 modifier.
See part II for the height charts and game stats.
That which does not kill us makes us stronger. ------------------------------------------------------------ Cenwulf cenwulf@ramlink.net
Date: Wed, 14 Aug 1996 20:53:59 -0400 From: Cenwulf
HEAVY HORSE: Roll Height less than -25 15hh -25 - 05 15.5hh 06 - 25 16hh 26 - 50 16.5hh 51 - 75 17hh 76 - 95 17.5hh 96 - 125 18hh 125 - 150 18.25hh more than 150 18.5hh LIGHT HORSE Roll Height less than -25 14hh -25 - 05 14.5hh 06 - 25 15hh 26 - 50 15.5hh 51 - 75 16hh 76 - 95 16.5hh 96 - 125 17hh 125 - 150 17.25hh more than 150 17.5hh PONY TYPE I Roll Height less than -25 9hh -25 - 05 9.5hh 06 - 25 10hh 26 - 50 10.5hh 51 - 75 11hh 76 - 95 11.5hh 96 - 125 12hh 125 - 150 12.5hh more than 150 13hh PONY TYPE II Roll Height less than -25 11hh -25 - 05 11.5hh 06 - 15 12hh 16 - 25 12.5hh 26 - 35 13hh 36 - 65 13.5hh 66 - 75 14hh 76 - 85 14.5hh 86 - 95 15hh 96 - 125 15.25hh more than 125 15.5hh
Roll Result Suggested Bonus less than -25 Irredeemably Bad -25 or more -25 - 06 Poor -10 06 - 40 Fair 0 41 - 90 Good +5 91 - 125 Excellent +10 more than 125 Unbelievably Superior +20 or more
STATS: note: these follow the format presented in C&M.
Destrier: Lvl:6F, Base Move: 75 + 1d20, Max Pace: Dash, MM Bonus: +40, Size: L, Crit: I, Hits: 150G, AT:3, DB: 40, Attacks: as Warhorse, Greater (pg. 37 in C&M), Carry Cap.: 400lb. Charger: Lvl:5E, Base Move: 95 + 1d20, Max Pace: Dash, MM Bonus: +30, Size: L, Crit: -, Hits: 140F, AT:3, DB: 30, Attacks: as Warhorse, Lesser (pg. 37 in C&M), Carry Cap.: 350lb. Palfrey: Lvl:4D, Base Move: 100 + 1d20, Max Pace: Dash, MM Bonus: +30, Size: L, Crit: -, Hits: 100D, AT:3, DB: 20, Attacks: as Mustang (pg. 37 in C&M), Carry Cap.: 250 - 300lb. Heavy Draft: Lvl:2B, Base Move: 75 + 1d10, Max Pace: FSpt, MM Bonus: +10, Size: L, Crit: -, Hits: 130E, AT:3, DB: 10, Attacks: as Plow Horse (pg. 37 in C&M), Carry Cap.: 400 - 500lb. Light Draft: Lvl:2B, Base Move: 75 + 1d20, Max Pace: Dash, MM Bonus: +10, Size: L, Crit: -, Hits: 100D, AT:3, DB: 10, Attacks: as Plow Horse (pg. 37 in C&M), Carry Cap.: 300 - 400lb. Pony: Lvl:2B, Base Move: 65 + 1d10, Max Pace: Dash, MM Bonus: +30, Size: S - M, Crit: -, Hits: 75E, AT:3, DB: 20, Attacks: as Pony (pg. 37 in C&M), Carry Cap.: 200lb. Riding/War Pony: Lvl:4D, Base Move: 95 + 1d20, Max Pace: Dash, MM Bonus: +30, Size: M - L, Crit: -, Hits: 90D, AT:3, DB: 30, Attacks: as Mustang (pg. 37 in C&M), Carry Cap.: 200 - 300lb. Mule/Donkey: Lvl:2B, Base Move: 70 + 1d10, Max Pace: FSpt, MM Bonus: +10, Size: S - M, Crit: -, Hits: 80D, AT:3, DB: 10, Attacks: as Mule or Donkey (pg. 37 in C&M), Carry Cap.: 300 - 450lb.That which does not kill us makes us stronger.