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*Pathfinder & Starfinder
Fixing Quick Draw
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<blockquote data-quote="Sledge" data-source="post: 2639717" data-attributes="member: 9324"><p>Yes indeed 2 gloves of storing will remove 99% of the value of quickdraw</p><p></p><p></p><p>My reference to demons was from harperscouts example. In any case in any good (alignment) game 90% of your opponents SHOULD be evil, or your not really playing all that good (alignment) of a campaign. Keen, flaming, or even straight plusses all improve the quality of the weapon. My point in this regard is that when your character has a good weapon, that weapon will frequently be better against DR than a poor weapon that gets through the DR. Without DR obviously there is no reason to switch. The times when it is beneficial to switch are simply not in the majority.</p><p>Okay going to just make a few corrections to the list below because some aren't legitimate uses of quick draw.</p><p></p><p></p><p>Well 4 of your items despite their carefully contrived setup, still don't work. Many are the same thing of throwing a weapon. Most of these require your character to actively be unprepared (i.e. wandering dangerous areas without a weapon drawn) to use, and many of them are only applicable to 2 weapon fighting.</p><p>The only ones that seem to work are the ones where a move action is not going to happen, but even in these the characters will quickly be able to afford a glove of storing at low levels that will eliminate almost all of the convoluted uses of quick draw above. At higher levels a second glove of storing will render the rest of the useless and then some.</p></blockquote><p></p>
[QUOTE="Sledge, post: 2639717, member: 9324"] Yes indeed 2 gloves of storing will remove 99% of the value of quickdraw My reference to demons was from harperscouts example. In any case in any good (alignment) game 90% of your opponents SHOULD be evil, or your not really playing all that good (alignment) of a campaign. Keen, flaming, or even straight plusses all improve the quality of the weapon. My point in this regard is that when your character has a good weapon, that weapon will frequently be better against DR than a poor weapon that gets through the DR. Without DR obviously there is no reason to switch. The times when it is beneficial to switch are simply not in the majority. Okay going to just make a few corrections to the list below because some aren't legitimate uses of quick draw. Well 4 of your items despite their carefully contrived setup, still don't work. Many are the same thing of throwing a weapon. Most of these require your character to actively be unprepared (i.e. wandering dangerous areas without a weapon drawn) to use, and many of them are only applicable to 2 weapon fighting. The only ones that seem to work are the ones where a move action is not going to happen, but even in these the characters will quickly be able to afford a glove of storing at low levels that will eliminate almost all of the convoluted uses of quick draw above. At higher levels a second glove of storing will render the rest of the useless and then some. [/QUOTE]
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