Infiniti2000 said:No, instead compare it to drawing a weapon - which is explicitly a move action. Don't compare weapons with ammunition - apples and oranges.
Patryn of Elvenshae said:I think you misunderstood.
The FAQ's rationale for making this a move action is that it requires "you to use one hand to take the weapon from the other and at most it involves using both hands together in a coordinated action."
And yet, pulling an arrow from a quiver, knocking it to a bow, and drawing the bow requires you "use one hand to take" an arrow from a quiver, perform a complicated mechanical operation to align the arrow with your bow and nock it, and then draw your bow, which "involves using both hands together in a coordinated fashion."
However, drawing and prepping ammunition is a free action - but by the FAQ's rationale it should be a move action.
Artoomis said:Sure - but sometimes the REAL rationale - spoken or not - is game balance.
Patryn of Elvenshae said:Then they should make that argument.
And, let's face it, is allowing a wizard with a staff to cast a spell and then take an AoO unbalanced?
I didn't misunderstand. At least, if I did, I didn't realize it.Patryn of Elvenshae said:I think you misunderstood.
The FAQ's rationale for making this a move action is that it requires "you to use one hand to take the weapon from the other and at most it involves using both hands together in a coordinated action."
And yet, pulling an arrow from a quiver, knocking it to a bow, and drawing the bow requires you "use one hand to take" an arrow from a quiver, perform a complicated mechanical operation to align the arrow with your bow and nock it, and then draw your bow, which "involves using both hands together in a coordinated fashion."
However, drawing and prepping ammunition is a free action - but by the FAQ's rationale it should be a move action.
Sounds reasonable to me. What's the hassle in just drawing the weapon to the hand(s) you want to use it in? I see no problem in this at all.Storm Raven said:But can be combined with a move. Apparently, using the WotC definition, one could drop a weapon, use a standard action (like casting most spells), move 30 feet, and while moving, draw a second weapon, but not shift the weapon back and forth with a standard action sandwiched between all without moving, because that would take too much time.
Yes, IMC.Sledge said:So switching hands is free with quickdraw.
Not really, but it's not the style of play I want or like. If the sorcerer (better example) casts a metamagic spell for the full 6 seconds, why should he be able to stop a grapple that (theoretically) occurs in the middle of his casting? Apparently most of the people here choose to ignore simultaneity, but when/where it's easily feasible, I do not.Patryn said:And, let's face it, is allowing a wizard with a staff to cast a spell and then take an AoO unbalanced?
Infiniti2000 said:Sounds reasonable to me. What's the hassle in just drawing the weapon to the hand(s) you want to use it in? I see no problem in this at all.
This is absolutely correct, especially given there is no state of being "considered to be weilding". The PC is either performing an action, or being affected by a condition, that prevents him from threatening or he is not; otherwise, as long as the PC is armed and conscious, he threatens.RangerWickett said:1. Take a hand off the weapon (free action).
2. Use that hand to cast the spell (standard action).
3. Put your hand back on the weapon and be considered to be wielding
the weapon (free action).
4. Use a move action for whatever you want (move action).
Technically, a spellcasting PC does not threaten. The situation you describe could only happen while the PC was casting a spell with a 1 round or longer casting time, and at no time during the casting does the spellcaster threaten.RangerWickett said:Hell, I'd even let you, if you were wielding a bastard sword without an exotic weapon proficiency, take your hand off the weapon, cast a spell,
make an attack of opportunity in the middle of casting a spell with a -4 nonproficiency penalty, and then put your hand back on the weapon.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.