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General Tabletop Discussion
*Pathfinder & Starfinder
Fixing Quick Draw
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<blockquote data-quote="Elder-Basilisk" data-source="post: 2637783" data-attributes="member: 3146"><p>Hmmm. I disagree with the contention that Quickdraw is pointless to begin with so maybe I'm not the target audience. Quickdraw has several advantages:</p><p></p><p>1. It gives you the ability to switch weapons without sacrificing the ability to full attack.</p><p></p><p>This is useful for characters wielding reach weapons other than the spiked chain when they switch weapons to attack an adjacent foe.</p><p></p><p>It is useful for characters who have multiple weapons to deal with material DR.</p><p></p><p>It is also useful for characters who want to choose between magical weapons optimized for different foes. A character, for instance, who had a cold iron, undead bane ghost touch warhammer and a brilliant energy wounding longsword would be able to draw and attack with the optimal weapon.</p><p></p><p>2. It also gives the ability to switch weapons in the middle of a full attack.</p><p></p><p>A character could for instance quickdraw and throw javalins or daggers at non-adjacent foes after dropping an adjacent foe with his second attack (thus precluding any move actions).</p><p></p><p>As for the rule itself, it will make Quickdraw a more attractive feat, but I don't think it will break much of anything either.</p><p></p><p>As for the final contention about clerics and shields--that's why my clerics use bucklers or two handed weapons..... There's nothing about D&D that says a cleric has to be able to cast spells with a heavy shield in one hand and a mace in the other. Since clerics are already one of the strongest classes, I see no need for that house rule.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 2637783, member: 3146"] Hmmm. I disagree with the contention that Quickdraw is pointless to begin with so maybe I'm not the target audience. Quickdraw has several advantages: 1. It gives you the ability to switch weapons without sacrificing the ability to full attack. This is useful for characters wielding reach weapons other than the spiked chain when they switch weapons to attack an adjacent foe. It is useful for characters who have multiple weapons to deal with material DR. It is also useful for characters who want to choose between magical weapons optimized for different foes. A character, for instance, who had a cold iron, undead bane ghost touch warhammer and a brilliant energy wounding longsword would be able to draw and attack with the optimal weapon. 2. It also gives the ability to switch weapons in the middle of a full attack. A character could for instance quickdraw and throw javalins or daggers at non-adjacent foes after dropping an adjacent foe with his second attack (thus precluding any move actions). As for the rule itself, it will make Quickdraw a more attractive feat, but I don't think it will break much of anything either. As for the final contention about clerics and shields--that's why my clerics use bucklers or two handed weapons..... There's nothing about D&D that says a cleric has to be able to cast spells with a heavy shield in one hand and a mace in the other. Since clerics are already one of the strongest classes, I see no need for that house rule. [/QUOTE]
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Fixing Quick Draw
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