I can't believe they went that way with hand crossbows.
My sense is that that's not how people play the game. Of course each table's culture is different, but my suspicion is at most tables a sword-and-board wielder can still open a door (say) without losing the benefit of the shield.
That's the scenario here: the interaction is "free" and doesn't interfere with normal combat. YMMV, of course.
Couldn't you open the door with the hand holding the sword? I open doors while carrying something all the time.
As silly as that is, it is also hilarious, and reminds me of Terry Pratchett's Guards! Guards!: "It's a one-in-a-million shot...but it just might work!" "Sarge...would you suppose it's not actually, really a one-in-a-million shot? Couldn't it be, just, you know, one-in-a-hun'red thousands?"
This is exactly what I'm saying: the 1/turn free interaction is enough to let you load with your rapier hand.
I should have added "with the crossbow expert feat" to my sentence, but I understand we still disagree. No worries! We both have fun anyways.
I'm pretty sure the Lucky feat with disadvantage works like this: You roll 2d20 as you do when rolling with disadvantage, then you decide to use a luck point and roll an extra d20; you choose which 2 of the 3 dice will be used to determine disadvantage (like the 2 highest if you are smart). So basically you would end up using the middle value of the 3 dice. The last part where it says "...but you get to pick the die." probably refers to the die you will use for disadvantage, replacing one of the two that you initially rolled.
I think he didn't word it correctly. You get an extra die after you have rolled your disadvantage and have an undesired result. and you can pick the first undesired result or the result of the luck die.
You choose which two of the three dice to use -- you still need two die rolls because you have disadvantage, and you still take the lower of the two rolls you keep. Lucky plus disadvantage is still worse than Lucky on a normal roll.
I agree the article was worded poorly, which is especially bad when attempting to give clarifying examples.
Lucky certainly wouldn't allow you to pick the best of 3 dice with disadvantage. It could allow you to choose which result — the worst die from your disadvantage roll, or the lucky roll. Or, it could just allow you to use the middle die of 3.
The former is a little better than the latter, but still worse than rolling lucky on a normal roll. For instance: Player rolls 17 and 6, with disadvantage. So he has rolled 6. The 17 no longer exists. Player can now use luck to roll another d20, and substitute it for 6 if he wants. Not quite as good as advantage, because the odds of the first roll sucking are good, whereas the odds of the second roll sucking are even.
And even if that's not Mr. Crawford's intention, that's how I'm running it.
I don't mean to be rude, but I think you four are simply ignoring the words right in front of you. Crawford's ruling is extremely clear. Lucky feat + disadvantage = you can pick any of the three dice, including the higher of the disadvantage pair.
"For example, if you have disadvantage on your attack roll, you could spend a luck point, roll a third d20, and then decide which of the three dice to use."
This quote is very clear, especially in conjunction with Crawford's subsequent tweets. Lucky turns disadvantage into advantage.
I can see how you could think that's a stupid ruling. I can see how you might even think that it's contrary to RAW. But it is very obvious that it's what Crawford is saying.
The problem with dual wielding hand crossbows wasn't that it was broken or the damage was too high, it was that it was freakin' ridiculous. Were they loading bolts with their teeth or something?Its kind of backwards to the way I read it. You can't dual wield hand crossbows...but you can attack twice with the same one as a bonus action. Weird.