Vyvyan Basterd
Adventurer
Then why do you embrace a rules interpretation that specifically highlights the 6-second-hand-jive vision of combat?
We have to work flavor into the rules to make sure flavor isn't abusing the rules. From a pure rules perspective I can see a few core choices for the swordmage (based on my views of Versatile weapons):
1) Scimitar; 1d8 damage with the high crit property; +3 AC
2) Greatsword; 1d10 damage; +1 AC
3) Longsword; 1d8+1 damage; +3 AC
Allowing #3 to work seems comparable and fair compared to choices 1 and 2. So this rules interpretation meets by criteria of not being superior to other choices (although I really think 1 and 3 are the equal ones, but it was WoTC that decided 1 point of average damage = -2 AC).
No, you don't. You say you do, but then you engage in a series of questionable rules interpretations so as to permit you to repeatedly let go of your weapon at the end of every turn, then wield your weapon at the beginning of the next turn. Your vision of combat is a mechanistic one at best.
No it isn't. I envision the swordmage gripping his longsword in two hands most of the time. In those instances where an attack would hit him if he only had +1 AC, he reacts by conjuring a shield of force. He's able to do this reactively because he is weilding a Versatile weapon. I envision this reaction as one similar to that of the wizard, who can wait to discover he has been hit before triggering a bonus to defense that causes the hit to become a miss.
Lets stop and think about it for a second.
By your logic there's no plausible explanation for why a two handed weapon wielding swordmage couldn't gain the +3 arcane shield benefit. He can do the same hand jive.
Because of the reactive nature I envision, a swordmage weilding a heavier two-handed weapon couldn't react fast enough to get the bonus.