(For some reason I missed your post, EB, I did not intend to ignore it though.)
Elder-Basilisk said:
That's a little harsh, don't you think. If the classic wizard carrying a quarterstaff casts a spell, that's exactly what he has to do. Do you allow wizards to cast spells and still wield quarterstaffs?
No, I do not. He can not 'wield' the quarterstaff when he casts a spell with somatic or material components or focus components that require a hand. He can hold it, and that's fine. He doesn't need to actually 'wield' a magical staff to use the staff's powers, though, so your classic wizard is not hampered by this.
Elder-Basilisk said:
How about other types of characters. Lots of them do more than one free action per round. ...
Or archers. ...
For that matter, ...
Whoa, easy. Don't be so quick to group all free actions under this view. I never said anything about drawing ammunition, quickdraw, or whatever. In fact, a wizard with quickdraw CAN do what Patryn says, under my view. But, that requires a significant investment from the wizard (a feat) for what I consider a significant advantage (maintaining a threatened area with the two-handed weapon).
Elder-Basilisk said:
In short, the DMG allows limiting free actions to a "reasonable number" but one is not, by any stretch of the imagination, a reasonable number.
In short, make sure you understand my position before making wild exaggerations and being snarky.
Elder-Basilisk said:
(I don't see what you're so worried about with a caster using a two handed sword and still casting spells anyway--it's not as if it's a horribly overpowered combination anyway.)
It's not just a caster, it's also the fighter who wants to drink a potion, etc. I'm not positive I would call it overpowered either, I just don't think it works well (call it flavor). In my personal combat experience, shifting hands on a weapon is not taken lightly. You don't do it without good reason and you try to limit it as much as possible because many things can, and do, happen when you decide to shift a weapon. If you want to think of it this way, though, I consider it a minor attempt at maintaining a certain amount of simultaneity. Making a character carry an action-decision to the next round (like TWF, charging, etc.) is what creates a stronger feel for continuity in the combat. Does this explanation make sense?