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hand use rules of D&D: object interaction, spellcasting focus and components
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<blockquote data-quote="Oofta" data-source="post: 7164582" data-attributes="member: 6801845"><p>I don't think there was a consensus, because Mr Zapp could never give much useful feedback on what he wanted. IMHO rewriting rules without a goal is pointless, but we could never get an understanding of what goal was. Kind of like saying "I want to go somewhere but I don't want to take the car." When asked where you're going the response is "I already <em>told </em>you, I don't want to take the car. "</p><p></p><p>The issue most people see is that classes that are melee based have issues with using the sword and weapon style. If you have to have a free hand to cast spells, that presents a bit of an issue unless you have the war caster feat which means you no longer need a free hand.</p><p></p><p>An exploit of the current rules is that you can in theory drop your weapon, cast a spell and then pick up your weapon. Dropping is considered no action, while picking up the weapon takes up your free object interaction for the turn.</p><p></p><p>So, if you want to stop the exploit because it's silly you can either change the rules so the exploit is no longer necessary, or change it so that the exploit is no longer worthwhile.</p><p></p><p>To change the rules so that the exploit is no longer necessary is pretty straightforward. Let people perform the somatic component of their spell with a hand that is holding a weapon if you can move the hand. So no somatic if you're tied up (at least without some checks), but other than that sword and shield if fine. In my experience, this is what most DMs do.</p><p></p><p>To change the rules so that the exploit is no longer worthwhile has a few options.</p><ul> <li data-xf-list-type="ul">Dropping a weapon really means that you set it down to avoid damaging yourself (dropping a hammer on your foot) or the weapon. Therefore dropping a weapon takes up your free object interaction so you can't pick it up on your turn.</li> <li data-xf-list-type="ul">Picking up an object provokes an opportunity attack.</li> <li data-xf-list-type="ul">Picking up an object requires an action.</li> <li data-xf-list-type="ul">Have intelligent enemies ready actions to attack or steal the unattended weapon.</li> </ul><p></p><p>Of course the DM can also always say "You can't drop your weapon cast a spell and pick up your weapon. That's just silly"</p><p></p><p>I personally let people cast weapons with a weapon in their hand (fulfilling the somatic component by pointing at the target for example) because it fits my vision of how spells work.</p><p></p><p>So sorry for the long-winded response. I actually think this is an interesting topic. Probably should have just started a different thread and let this one die after I was told I wasn't responding in the correct fashion. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Oofta, post: 7164582, member: 6801845"] I don't think there was a consensus, because Mr Zapp could never give much useful feedback on what he wanted. IMHO rewriting rules without a goal is pointless, but we could never get an understanding of what goal was. Kind of like saying "I want to go somewhere but I don't want to take the car." When asked where you're going the response is "I already [I]told [/I]you, I don't want to take the car. " The issue most people see is that classes that are melee based have issues with using the sword and weapon style. If you have to have a free hand to cast spells, that presents a bit of an issue unless you have the war caster feat which means you no longer need a free hand. An exploit of the current rules is that you can in theory drop your weapon, cast a spell and then pick up your weapon. Dropping is considered no action, while picking up the weapon takes up your free object interaction for the turn. So, if you want to stop the exploit because it's silly you can either change the rules so the exploit is no longer necessary, or change it so that the exploit is no longer worthwhile. To change the rules so that the exploit is no longer necessary is pretty straightforward. Let people perform the somatic component of their spell with a hand that is holding a weapon if you can move the hand. So no somatic if you're tied up (at least without some checks), but other than that sword and shield if fine. In my experience, this is what most DMs do. To change the rules so that the exploit is no longer worthwhile has a few options. [LIST] [*]Dropping a weapon really means that you set it down to avoid damaging yourself (dropping a hammer on your foot) or the weapon. Therefore dropping a weapon takes up your free object interaction so you can't pick it up on your turn. [*]Picking up an object provokes an opportunity attack. [*]Picking up an object requires an action. [*]Have intelligent enemies ready actions to attack or steal the unattended weapon. [/LIST] Of course the DM can also always say "You can't drop your weapon cast a spell and pick up your weapon. That's just silly" I personally let people cast weapons with a weapon in their hand (fulfilling the somatic component by pointing at the target for example) because it fits my vision of how spells work. So sorry for the long-winded response. I actually think this is an interesting topic. Probably should have just started a different thread and let this one die after I was told I wasn't responding in the correct fashion. :) [/QUOTE]
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