Fixing Quick Draw

Primitive Screwhead said:
Drow-Bane, I refered to the RAW because, like I was taught behind the wheel, its always good to know when, where, and how you are breaking the rules. That way you can be careful of conflicts with those who are following them...it has nothing to do with HRs being 'crap' as you so elequently put it.

Removing the requirement to threaten a square before being able to respond to potential AoO's is a tactical consideration within the game, making it relatively safe in the first round of combat to rush past the burly front liners to get at someone else.

Anyway, back to your regularly scheduled thread :)
I've often allowed this if the character has both Quick Draw and Combat Reflexes (call it a 'synergy' ability of having both feats).
 

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First off, I don't like calling it "Withdraw". I almost never use it to withdraw, I use it as a double move. Frequently moving TOWARD the enemy, in fact.

Anyway, I think most people are missing my point about Quick Draw. I'm saying that, realistically, Quick Draw is pointless because ANYONE that's trained with a weapon should be able to draw a weapon instantly. I've got no formal training, and I can do exactly what a Level 20 Fightier can do with Quick Draw: draw the weapon and make four accurate strikes inside six seconds. Remember, I have no formal training and I can do that.

Basically, the current rules state that drawing a weapon is a move action normally, or part of a move action if your BAB is +1 or more, or a free action if you have Quick Draw. I content that anyone should be able to draw as part of a move action, draw a weapon as a free action with a BAB of +1 or higher, and also sheathe as a free action with the feat. Basically, I guess a better (and less confusing) way for me to put it would be to REPLACE Quick Draw with Quick Sheathe.

Oh, and to those who think all weapons can be sheathed, pray tell explain how you sheathe a greataxe, halberd, or two-bladed sword. You don't. You carry them around, maybe walk with them, or keep them slung over your shouloder; all are combat-ready positions.
 

genshou said:
Has your "well-trained" status ever taken you as far as the study of iaijutsu? Drawing a weapon at the end of a charge is not only perfectly realistic; the Japanese have been utilizing it as a dueling technique for several centuries of time.

How long does it take to draw a weapon using Quick Draw? Eh? What's that? A free action, you say, also known as "A negligible amount of time"? So... why can't a person draw their blade as a free action (a negligible amount of time) and then run (edit: or vice versa)? Makes perfect sense to me. It is a full-round action, so you can't draw while running, but it's plenty easy to spend a negligible amount of time drawing your blade and then still have a full-round action left to spend running.

At the end or before means NOT during. Hello?! I have made no argument you can't draw before or after, just not during. If you are referring to real life iaijutsu, then yes I am familiar and proacticed (though not a master). It is the art of drawing, killing, resheathing the weapon based on a suprise threat while in a non-drawn state (such as sitting, standing on the street, or from combative postures). If you are referring to a gaming term then no because they probably got it wrong. Iaijutsu does not draw during a run or a charge. Nor does it concern the practitioner charging, nor have any of my studies in it involved drawing the weapon during a charge, before or after since the act of charging is not part of iaijutsu.

Iaijutsu is not a historic Japanese "dueling technique". It is an art that places emphasis on striking as part of drawing. Indeed in the history of dueling, it was not until the American West that we see duels taking place with weapons not drawn. Even the English pistol duel began with weapons drawn. Now, a fight or battle is different than a duel. In feudal Japan a Samurai may use iaijutsu to strike at another w/suprise, and the other may have responded and blocked using his mastery of iaijutsu but that was then end of iaijutsu for that combat as the weapons were drawn and a sword battle would begin, or they would acknowledge each other's mastery and cease. Or, of course, the non-initiator would be dead or wounded beyond ability to continue. Either way, iaijutsu was no longer in use for that fight. And no I don't give a rat's butt what your gaming book may say about that. :p

Sure, but you still have to occupy at least one arm with the stowing action, which takes your "attention" (in the form of your arm) away from doing what it needs to be doing... defending you! Additionally, I've never seen anyone move a weapon from combat-ready position to fully sheathed in less than 2 full seconds, not even the samurai from Kurosawa films.


Have you ever seen them draw *during* a charge? Go ahead and look. Most often you'll see western swordsmen draw before and eastern draw after, with the hand on the hilt of the sword. When the sword is already out you will generaly see a similar physical position with teh sword trailing the body. Personally I've found the eastern method on this sequence easier even though eastern swords are much lighter and it is generally easier to run with one in your hand than a bastard sword. Much of the reason that western style tends to draw before is that western swords in the beginning were more like metal clubs, thus you'd beat your opponent down and the charge increased damage due to the sword moving faster. Usual position for the sword during a western charge is up over the shoulder though there are variants. Eastern charges the charge was about positioning, not damage. There are other cultural reasons for the differences but this is probably enough explanation.

I've seen many people, in real life, sheathe swords in less than two seconds from ready and from attacks. Granted, we are not talking longswords, broadswords, and bastard swords. One of the reasons you don't see it in movies is because it is considered more cinematic to make quick strikes and then a slow dramatic sheathing. Much like the traditional movie idea of striking and then "maintaining the strike" as opposed to returning the body to ready position. Movies are great for inspiration, fun, and cinematic rules, but are horrible if you want to base reality on them. Just as "I saw it in a movie" is a horrible way to think about what can really be done "I didn't see it in any movies" is equally irrelevant.

As to more on sheathing, not all swords are stored in a scabbard. Sometimes they are stored in rings hung from your belt or loops built into a belt. In the latter is is certainly feasible to stow the weapon quickly and without any more focus than drawing the weapon. If you like you can look at gunfighters for cinematic rapid "sheathe" of weapons. I've got many friends who can draw shoot (hit) and replace their pistol in less than three seconds. Even get multiple shots off. Sure it's a small pistol but is both cinematic and real life. There are certain weapons that you can not "quick draw" such as a two handed sword strapped to your back and will certainly not be puttign ti away as a free action.

As to your "attention" in the for of the arm, how is it any more "attention" than drawing it. Both involve knowing exactly where the scabbrd/ring/hilt are and both involve manipulating the sword. As long as the weapon/stow method allow for quick draw, it allows form quick stow.
 

Sledge said:
so the archer has 3 bows? at 32,000, 8,000 and 8,000 gp or roughly the same price as one bow with a total of a +5 modifier.

No, but I've played with a lot of archers who have two bows. A merciful bow and a holy bow with other stuff is actually fairly common--especially in settings where characters frequently want to avoid killing their foes.

So to do a few point of damage occasionally you invest in a feat and multiple inferior weapons. Or you could just do more always. The melee weapons are more expensive.

The melee weapons are expensive--if you get all of them. But it's often advantageous to have a couple of them. (That's why I made the list--not to imply that a golf bag that big is advantageous, but to point out that there are a lot of generally effective enhancements that have significant weaknesses and a lot of niche weapons that can seriously outperform more magical weapons in the right situation. (Ghost touch, merciful, and undead bane weapons probably fill the largest niches, but combining multiple energy enhancements on one weapon with a separate evil outsider bane weapon seems like a pretty good combo).

The promise of "more damage always" is a bit of a chimera too. Take two of the most popular and efficient +2 enhancements: Holy and Wounding. Holy is great against all evil foes, but it doesn't do more damage against many animals, summoned creatures, elementals, constructs, etc. (In a lot of your campaigns, it will work on 2/3 or even 3/4 enemies, but other campaigns feature a lot of neutral foes and even when you're talking about the first campaigns, 1/3-1/4 of encounters is worth planning for). Wounding is one of the best enhancements around but it doesn't do anything to undead, constructs, plants, etc. So, let's say I have a +1 holy wounding weapon. Ghost touch is also a very useful enhancement. But putting it on the holy wounding weapon costs 22,000gp. On the other hand, getting a ghost touch, undead bane weapon will only cost 18,000gp by the book and will actually do MORE damage against the creatures I'm trying to do damage to with the purchase: undead and incorporeal undead.

To use another fairly common example, a +1 flaming frost shock weapon is great against most foes. But against most outsiders, it's basically a +1 weapon. The d6 elemental damage isn't going to get through their energy resistance. So, for a character who goes that route, a +1 evil outsider bane weapon is a good investment. It costs 8,000gp--far less than it would cost to add evil outsider bane or another enhancement to the primary weapon (going from +4 equivalent to +5 equivalent is 18,000gp; +1 evil outsider bane is 8,000gp)

However I do agree that in a party where you only ever get a random sword that is below your party level you may find the golf bag of weapons happens.

You miss the point of the argument in what I can only infer from the rest of the paragraph is an attempt at snideness. I'll break it down to syllogism form for more clarity:

Premise 1: Single massive enhancement weapons tend to be bought or made. You may find a +1 keen, shocking burst weapon on the body of an enemy. You may also find a +4 human bane weapon on the body of an enemy. But you're unlikely to find a +1 holy ghost touch suppressing magebane keen weapon of wounding on the dead body of an enemy. If you want all your offensive gold in one weapon, odds are good that you'll have to pay full price for at least the latter enhancements. Maybe you found a +1 holy suppressing mage bane weapon on the body of a witch hunter and added keen, ghost touch, and wounding to it. But it's a 162,000gp weapon and you only got the first 50,000gp at half price buying it out of treasure.

Premise 2: you are likely to find some lesser enhanced weapons on the bodies of enemies that are still better than your primary weapon in certain situations. (This is especially true if you're not a fighter--paladins, two weapon fighting rangers, warrior clerics, fighter/mages, and barbarians will frequently only have one weapon specific feat--if any). For instance, you might find a +1 flaming shock bow to go with your +1 holy suppressing mage bane keen ghost touch greatsword of wounding. Or you might find a +1 construct bane adamantine morning star (which is straight up better than your primary weapon against most constructs).

Premise 3: Keeping a found weapon gives it to you at (effectively) half cost.

Premise 4: Since weapon pricing is exponential, it costs more to upgrade a +6 (72,000gp) weapon to +7 (98,000gp) than it does to buy a +3 equivalent weapon (18,000gp).

Conclusion: Keeping a found weapon for use in its niche can offer more effectiveness at a lower price than selling that weapon to upgrade. To use the example I've been working with, it would take a vicious or construct bane upgrade to make the single powerful sword as effective against constructs as the +1 construct bane weapon (at the moment, ignoring the DR penetrating advantages of adamantine and bludgeoning weapons). To get that would cost 38,000. The effective price of the +1 adamantine, construct bane weapon is 5,500gp. Even at level 20, 32,500gp isn't pocket change.

If that is the case again quickdraw can be useful in helping you with your inferiority. It's still just another cost for an inherently inferior character.

I fail to see how using multiple weapons is inherently inferior. I won't pretend that it's obviously the best option, but there are a lot of situations where it is advantageous. Of course, that, in itself is not a sufficient reason to take Quickdraw. It's when combined with the ability to recover quickly after a disarm or sunder, to finish off a full attack with thrown weapons (without dropping your primary weapon if you use a two-handed weapon or have a free hand for some odd reason--like spellcasting), and to switch between combat styles (for instance, to use a bow in the opening rounds of combat and then switch to melee after the enemy closes or to switch from a reach weapon to non-reach) without any disadvantage that Quickdraw becomes worthwhile.

For instance why do you have to pay a feat to throw daggers, but not to shoot arrows? Maybe quickdraw has value, but it is in many areas that the characters are already penalized for exploring.

I don't think characters are penalized for exploring the possibility of using a bow in the opening rounds of combat. I've observed it to be quite effective myself--even for characters that aren't real archers. Nor do I think the core rules especially penalize characters in general for choosing to wield a reach weapon and switch to non-reach at need. (The Quickdraw feat costs the same number of feats as Spiked Chain proficiency and lets you use more damaging weapons both at reach and close up for the cost of not threatening simultaneously. The Exotic Weapon Master class only offering Spiked Chains the Exotic Flurry ability alters that equation somewhat). The rules do penalize fighters for doing that--some of their most important abilities depend upon using the same weapon all the time--but not other martial classes.
 

Anubis said:
Anyway, I think most people are missing my point about Quick Draw. I'm saying that, realistically, Quick Draw is pointless because ANYONE that's trained with a weapon should be able to draw a weapon instantly. I've got no formal training, and I can do exactly what a Level 20 Fightier can do with Quick Draw: draw the weapon and make four accurate strikes inside six seconds. Remember, I have no formal training and I can do that.
So, by your logic, a 1st level fighter should be getting at least 4 attacks per round. What else can you do... we can change lots of rules here. Hey, I bet if you tried, if the sword was already out, you could throw 6-8 strikes in 6 seconds... we should let 1st level fighters have 7 attacks per round.

Of course, you also say that charactes should be able to ready a shield, and draw a sword in the same action, and to me that indicates you have never put on a shield before.
Basically, I guess a better (and less confusing) way for me to put it would be to REPLACE Quick Draw with Quick Sheathe.
Maybe people didn't 'get' your point, is because this is not what you posted.

Oh, and to those who think all weapons can be sheathed, pray tell explain how you sheathe a greataxe, halberd, or two-bladed sword. You don't. You carry them around, maybe walk with them, or keep them slung over your shouloder; all are combat-ready positions.
Despite your condescending arrogance, the problem here is that no one made that claim, in fact, it was the opposite. *YOU* said
I don't think any two-handed weapons can truly be sheathed.
And some examples were provided to show otherwise. No one said they *all* can be sheathed
That said, I can see a great axe being stowed, and the two bladed sword. I have a harder time with the halberd, but I can keep thinking about it. (But hey, don't let that stop your attitude.)
Oh, and having a great axe slung over your shoulder, is not exactly 'combat-ready'.
 

genshou said:
Has your "well-trained" status ever taken you as far as the study of iaijutsu? Drawing a weapon at the end of a charge is not only perfectly realistic; the Japanese have been utilizing it as a dueling technique for several centuries of time. SNIP SNIP

Sure, but you still have to occupy at least one arm with the stowing action, which takes your "attention" (in the form of your arm) away from doing what it needs to be doing... defending you! Additionally, I've never seen anyone move a weapon from combat-ready position to fully sheathed in less than 2 full seconds, not even the samurai from Kurosawa films.

It has been done, but only (as far as I can tell) with katanas. All other blades require full attention be placed on the blade tip, so as not to skewer oneself.

The back (unedged) side of the blade is placed between the thumb and forefinger. The blade is then slide into place, using the thumb/firefinger to feel for and manipulate the tip of the blade. The better you are, the faster you re-sheath (mainly because, as a show of skill, you start further down the blade).

The extended re-sheathing, especially in Kurosawa movies, is an expression of zan-shen (combat awareness, with butchered spelling). While in said state, Kurosawa (or any samurai) can redraw (quickdraw) the blade should danger present itself. These masters can, if need be, resheath as fast as they draw.
 


Well I thought I was perfectly clear. Yet people give a bunch of weird examples. Should I also mention that, as far as I know, you can't Quick Draw more than once per the rules? I would apply the the same to Quick Sheathe. There is no possible abuse.

As for a shield, they're all readied differently. Still, I would also think a person's shield is ALWAYS on if in a dangerous locale, and can just be hund from the arm. You're right that I've never used a shield, but I've used mock shields and they don't seem too difficult. As I said, I'm a katana wielder, meaning I don't use shields. I'm more into the oriental techniques than the European styles.

Anyway, my point about what I can do is only to demonstrate that all people with even nomincal weapons ability should be able to effectively use Quick Draw without a feat, which means the feat is underpowered and kinda useless if you apply any sort of logic and reality to the situation. I know D&D is supposed to be fantasy, but putting abnormal limitations on characters as fantasy seems absurd to me.

Oh, and you can't sheathe weapons that are close to as big or bigger than yourself (as a greatsword would be, and as all polearms would be). If a greatsword is sheathed, it's securely hooked up to your back across it, and in that case it would be a full-round action at best (realistically) to draw the dang thing. I've tried simulating drawing a greatsword with a wooden replica before, and it doesn't work. Yet I can basically Quick Draw any one-handed weapon there is within a split second.

You know, having said that, there may be something worth exploring for the way two-handed weapons are stowed (for those that can be, which there are very few to be sure, and I still maintain none can be normally sheathed). In this case, a light weapon should always be quick draw capable regardless of skill due to wsize and weight. One-handed weapons should follow my proposed changes (draw for free during move or quick draw auto ay BAB +1 or higher, Quick Draw giving you Quick Sheathe). Two-handed weapons should probably follow the normal rules as written, though. To be realistic, that's actually how it works in real life I'd say.
 

Anubis said:
Anyway, my point about what I can do is only to demonstrate that all people with even nomincal weapons ability should be able to effectively use Quick Draw without a feat, which means the feat is underpowered and kinda useless if you apply any sort of logic and reality to the situation. I know D&D is supposed to be fantasy, but putting abnormal limitations on characters as fantasy seems absurd to me.

Being a katana wielder, may I ask what style you practice? I've studied Iaido (a variation of Iaijutsu), and I can tell you from experience that, while drawing the blade is a simple operation, being able to draw does not make one fast.

How many details have you observed when drawing? Do you pull the blade from the scabbard (I can't spell the Japanese equivalent), or do you separate the blade and scabbard equally from a central point (ie do you move both at once)? At what degree of variance do you rotate the blade while drawing, and which cuts are available at what degree? When is this rotation appropriate? When do the hips wind up (build power) during such a draw? When sitting in the kneeling position, how do you start forward momentum (it isn't with the first step. It's much sooner). How does this relate to a standing draw cut? How do you do all of this in a manner that doesn't telegraph your intent until it's too late?

EDIT: And this doesn't begin to cover movement before, during, and/or after a draw.

And most importantly, when during the draw do you strike? Too slow, and you negate your advantage. Too soon, and you cut through your own scabbard, taking your fingers with it.


Sorry for the hi-jack. Personal pride I suppose. :)
 
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Fix?

I don't have the time or even want to read all the threads that have been posted, but from what I have read so far, the only thing I would like to contribute is this:
How can quick draw not be attractive? Of course, there is a choice over whether you wou want quick draw instead of power attack or maybe a prerequisite feat for a PrC, but that's with every feat. If any feat is so good that you immediately want it for every character, it's broken.

Just to point out also, with the right feats and equipment and the addition to quick draw, a person can throw 10 daggers before whipping out a sword and stepping into melee. A bit extreme and high level, but it shows what a difference 1 feat can make, when normally the same character could only throw 2 daggers before whipping out a sword (and not having his move)
 

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