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D&D General Hands slot economy

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?
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.

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).
 

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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.
This part got me thinking about needing a hand free before you are able to cast a spell. Would moving a weapon to your shield hand or nesting in your armpit also part of casting the spell. Then, puling out your component which is also part of the spell be part of the spell. Would it be a bonus action to use all of these?
 

This part got me thinking about needing a hand free before you are able to cast a spell. Would moving a weapon to your shield hand or nesting in your armpit also part of casting the spell. Then, puling out your component which is also part of the spell be part of the spell. Would it be a bonus action to use all of these?
This "armpit" maneuver feels like an invitation to be automatically and reflexively disarmed like you sometimes saw Jackie Chan do in his more comedy focused movies.

Wrt the move to shield hand, there used to be a type of shield that was designed for that sort of mechanical niche but the mechanical support for distinction between bucklers and round/kite Shields was largely stripped away
 

This "armpit" maneuver feels like an invitation to be automatically and reflexively disarmed like you sometimes saw Jackie Chan do in his more comedy focused movies.
if enemy has a Ready action prepared exactly for that, then sure.
it's a pretty high cost for something that might happen.
Wrt the move to shield hand, there used to be a type of shield that was designed for that sort of mechanical niche but the mechanical support for distinction between bucklers and round/kite Shields was largely stripped away
you can hold pretty much any 1Handed weapon and grasp a shield with one hand no problem.

but I do agree that we could have had 3 levels of shields.
one for each armor category:

1. Buckler, tied to light armor
+1 AC you can fight normally with weapons and a buckler strap to your hand but you do not gain AC bonus until the start of your next turn
you can carry items or cast spells with "buckler hand" and keep AC bonus

2. Shield, default, tied to medium armor

3. Heavy shield, tied to heavy armor
+3 AC
min STR 15+
-5ft speed
disadvantage on Acrobatics checks
 

Someone above saying a lot of these problems stem from players wanting to have their cake and eat it too is pretty spot-on (in my experience). It creates such a headache due to player expectations (I hesitate to use the word entitlement, but sometimes it feels like the system makes them entitled) as they try to bend the system to where it CAN be bent, but it slows down play so much and is such a fkin headache- the sword n board wants to cast without giving up their weapon or paying the war caster feat tax, because there's some little wiggle room in there for them to maybe get what they want, and the warlock wants their two-hander while they're climbing a wall. I even encourage longswords because they can be used one-handed or two, but they want that 2d6.

I do not remember this kind of crud as a player from earlier editions, 2e 3e 4e. I always took Bastard Sword proficiency feat cuz I thought it was cool (basically it was what the longsword is now). Or I'm almost 40 now and romanticizing the past and maybe I was a jerky little munchkin back then too.
 
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How do you all feel about a character who has a bolted on shield onto their arm via interlocking plates, leaving a free hand?
Is that too much munchkinism?

If ok, how long would you say it takes to remove the shield?
What other effects would be the downside? i.e. perhaps cannot climb with that shield bolted onto his arm?
 

How do you all feel about a character who has a bolted on shield onto their arm via interlocking plates, leaving a free hand?
Is that too much munchkinism?

If ok, how long would you say it takes to remove the shield?
What other effects would be the downside? i.e. perhaps cannot climb with that shield bolted onto his arm?
Too much munchkinism? Yes, but I'm particularly grumpy about this subject. It sounds like a recipe for someone wanting the benefits, and then they'll try to negate or minimize the negatives as often and as much as possible.
How long? 2 hours, requiring assistance. Basically, longer than a short rest.
"Can't climb with that shield bolted on" sounds like this character is going to be significantly affecting the options of the party so that they can have their cake and eat it too.
 

you can hold pretty much any 1Handed weapon and grasp a shield with one hand no problem.
I would say any non-heavy, non-two-handed weapon, yes. Heavy and two-handed weapons are too bulky/large to carry in your shield hand without interfering with how your shield works IMO. Other weapons, while you can carry them, cannot be wieded by your hand if you have a strapped-shield. The limit is 5 lbs. Optionally, if a DM or player really wants the extra rule, you could make it 5 + STR modifier lbs.

but I do agree that we could have had 3 levels of shields.
one for each armor category:

1. Buckler, tied to light armor
+1 AC you can fight normally with weapons and a buckler strap to your hand but you do not gain AC bonus until the start of your next turn
you can carry items or cast spells with "buckler hand" and keep AC bonus

2. Shield, default, tied to medium armor

3. Heavy shield, tied to heavy armor
+3 AC
min STR 15+
-5ft speed
disadvantage on Acrobatics checks
Yes, there is no reason not to IME. We also have three shields (buckler, "normal", tower) types corresponding to light, medium, and heavy armor--with no need for a separate shield proficiency.

Tower shields are STR 13 (not 15), and included (house-rule) disadvantage on Acrobatics, Athletics, Stealth (akin to RAW "disadvantage armors). Finally, you can use your Action to position a tower shield to provide 3/4-cover.

We also differentiate between hand-held and strapped shields. Light (bucklers) are always hand-held. Normal and tower shields can be hand-held OR strapped. Strapped shields can leave your shield hand free for holding a small or medium item, such as a lantern, up to 5 lbs.

Donning a shield hand-held can be a free object interaction. Doffing a hand-held shield (dropping it) requires no action.
Donning a strapped shield requires your action. Doffing a strapped shield requires an action or bonus action.
 

I do not remember this kind of crud as a player from earlier editions, 2e 3e 4e. I always took Bastard Sword proficiency feat cuz I thought it was cool (basically it was what the longsword is now). Or I'm almost 40 now and romanticizing the past and maybe I was a jerky little munchkin back then too.
I mean, the alternative to bastard sword for situational one-handedness is just the backup one-handed weapon, so I don't know that it's really that munchkiny. Especially if the bastard sword isn't also an optimal choice*. *it wasn't in 3e or 4e, in 2e it depends on whether the DM used the RAW-DMG distribution of magic swords.
 

How do you all feel about a character who has a bolted on shield onto their arm via interlocking plates, leaving a free hand?
Is that too much munchkinism?

If ok, how long would you say it takes to remove the shield?
What other effects would be the downside? i.e. perhaps cannot climb with that shield bolted onto his arm?
Unless the shield is literally bolted to the arm itself, a full-size shield wouldn't have the control to steady and angle the shield without being gripped in the hand. There are no kind of straps or clamps that could prevent the shield from rotating around the arm when hit and also not actually injure the arm itself. It is the hand gripping the shield that allows it to brace against a strike and be moved with the required speed, whether the shield has additional straps or is only gripped in the hand.

Either kind of shield can be used to grip something with the hand that grips the shield at the same time. Not necessarily wielding, but you can happily carry a spear or sword in the same hand that holds the shield.

There are arm defences that strap onto the forearm and allow the wearer to block strikes. These are called "bracers" and are already a part of most serious armour.
 

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