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From Bow to Rapier and Shield... how long does it take?
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<blockquote data-quote="5ekyu" data-source="post: 7542268" data-attributes="member: 6919838"><p>The shield is dead on - RAW an action on or off.</p><p></p><p>For the drop vs sling interaction debates, there are plenty of vagaries in RAW and then Ssge stuff on dropping gor free etc etc etc...</p><p></p><p>But I will ask this?</p><p></p><p>For your game, what do you want combats to be like?</p><p></p><p>If you say "drop is free but sheathed is an interaction" so that switching bow to sword as an interaction then your fights will see a lot of quick drops, carrying multiple replacements etc. This also extends to other cases - bards choosing flutes do they can buy several cheaply and drop them when switching to weapons etc.</p><p></p><p>This might net you some moments of tension - if we run we lose all our dropped stuff - fireball vs unattended items on ground - but is that the style you want to encourage (disposable stuff vs stuff that matters to you?)</p><p></p><p>The non-rules non-action dropping vs in-and-out interaction to me puts a stronger focus on the nuances of the vague interactions yo me than it foes the feel of the scene. I would rather see my scenes showing heroes syomping forward staring down the enemy as they sheathe/sling and draw than a trail of disposable flutes and weapons.</p><p></p><p>So, methinks thsts how I will run it having seen a campaign of breadcrumbs.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7542268, member: 6919838"] The shield is dead on - RAW an action on or off. For the drop vs sling interaction debates, there are plenty of vagaries in RAW and then Ssge stuff on dropping gor free etc etc etc... But I will ask this? For your game, what do you want combats to be like? If you say "drop is free but sheathed is an interaction" so that switching bow to sword as an interaction then your fights will see a lot of quick drops, carrying multiple replacements etc. This also extends to other cases - bards choosing flutes do they can buy several cheaply and drop them when switching to weapons etc. This might net you some moments of tension - if we run we lose all our dropped stuff - fireball vs unattended items on ground - but is that the style you want to encourage (disposable stuff vs stuff that matters to you?) The non-rules non-action dropping vs in-and-out interaction to me puts a stronger focus on the nuances of the vague interactions yo me than it foes the feel of the scene. I would rather see my scenes showing heroes syomping forward staring down the enemy as they sheathe/sling and draw than a trail of disposable flutes and weapons. So, methinks thsts how I will run it having seen a campaign of breadcrumbs. [/QUOTE]
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From Bow to Rapier and Shield... how long does it take?
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