Free action item draw/stow: overpowered?

Can I bring the focus of the thread back to the main issue? You should play your games however you want, but the fact is that, normally, free actions can be permitted in the midst of other actions. Are you both saying this because you feel that the ability to draw or stow as a free action is overpowered?

Overpowered? Not necessarily. Ripe for abuse, if not carefully paid attention to? Almost certainly.
 

log in or register to remove this ad

use his or her Flurry of Blows as a free action
fob isn't a free action anymore, since they put limits on free action attacks. It's odd this doesn't have a 1 per turn limit the other free action draws do.
Useful for nearly any class too, just do your attack and then pull out some cheap defensive weapons like rhythm blade, shielding blade, weapon of defense, or aversion staff
 

Free actions are an unfortunate rule. They usually involve the dungeon matser's ruling (which is a good thing) and the players' grumbling (which cna be a bad thing if too often).

As a dungeon master I do allow some free-action swapping cheese for characters who are dependent on multiple weapons and implements: some classes have powers for a number of different focuses: ranged and melee weapons, implements, different kinds of implements.

When I played a Warlord who multi-classed Wizard after our only caster retired, I needed a Sword for most of my Warlord powers, a Javelin for the ranged Warlord Powers from Martial Power 2 (and for ranged combat), and a Wand for any of my Wizard Spells (especially for the spells which I could only use as item powers, such as Ray of Frost from my wand.) I trained in the Disembodied Hand feat (and refluffed it as a monkey to match my Hindoo Prince character) out of frustration. (Fortunately a sorcerer soon joined the group and I could drop the whole swapping wands thing... kept the monkey as a pet though.)
 

As a dungeon master I do allow some free-action swapping cheese for characters who are dependent on multiple weapons and implements: some classes have powers for a number of different focuses: ranged and melee weapons, implements, different kinds of implements.
Casters perhaps now have a small advantage in this area: any implement will do. Weapon powers are often more specific in the type of weapon they require.
 

Remove ads

Top