Sword of Spirit
Legend
Since the rules overall aren't terribly complicated, I'll just go through them all. This includes 2014 RAW, an imported rule from 2024, some house rules, and some interpretation of vague 2014 rules. I'm not bothering to identify which parts are which.Ok! So do you play 5e and what specifically did you add or tweak to enforce a TWFer to have his hands occupied?
Say for example that your TWFer wants to retrieve and quaff a potion, or pick up and pocket an object from the floor, then go back to TWFing. What do you rule to make it impaired compared to another PC with a free hand?
The goals are to create a reasonable balance amongst fighting styles, maintain some believability, and minimize hassle for players. One thing I wanted to make sure to try to do is minimize anyone needing to spend a whole action doing nothing but switching gear, but also make there be actual consequences for choices of what types of fighting styles and gear you picked.
General Rules
Wielded vs. Held: When you are holding an item in the way needed to use it (such as a greatsword in two hands) you are wielding it. Otherwise you are just holding it (such as a greatsword in one hand). You can generally hold two-handed weapons in one hand.
Bagging and Unbagging: Placing an item in a bag (whether backpack, bag of holding or unlocked box you are standing next to) or removing it from one requires an action. Once you have retrieved an item from a bag it is considered wielded.
Accessing Accessible Items: Moving an accessible item from it's stored place to your hands requires an object interaction. An item is accessible if it is in some sort of sheath, bandolier, small open belt pocket (like for a potion vial), heward's handy haversack or similar location. Once you have retrieved an accessible item it is considered wielded.
Picking up Items: You can pick up an unattended item as an object interaction. If it is bagged or sheathed, see rules above.
Switching Hands: You can switch an object between your hands for free on your turn. This includes switching from holding a two-handed object in both hands to one hand or the reverse.
Dropping Items: You can drop anything you are holding for free.
Special Rules
Weapons: You can draw or sheath one weapon as part of the Attack action.
Spellcasting Components: If you are wearing a component pouch, you can retrieve your components as part of the action to cast the spell.
Shields and Shield Hands: It requires a bonus action to equip or unequip a shield. This is in addition to the object interation required to retrieve it from an accessible location (strapped to your back or your backpack, for example) or the action to retrieve it from another stored location. When you have a shield equipped, you can hold, but not wield, most items in your shield hand. Two-handed weapons and other large items may not be holdable in your shield hand, at the DM's discretion.
Practical Consequences
WIthout giving up your action for the round, here's how this should play out.
-Regardless of style, anyone might find themselves unable to make opportunity attacks when switching back and forth between melee and bows.
-With 2H weapons, you shouldn't have to worry about anything else.
-With weapon and shield you will also have to be dropping your shield and bow to switch back and forth between them, and sometimes giving up the opportunity to use bonus actions. You might find yourself unable to make opportunity attacks when using a spell casting focus unless you drop it after using.
-With TWF when switching back and forth between melee and bows you will lose your off-hand attack. (You can avoid that if you invest in the Dual Wielder feat.) You will also have to drop one of your weapons in order to draw a spell casting focus or another item (like a potion).