Quick draw question.

I just wish that they had the parallel feat "Quick Sheathe" Benefit: You can sheathe a weapon as a free action. Anyhow, in theory a character with quickdraw could draw, and drop, 100 weapons a round according to the rules. He couldn't attack 100 times a round, but he could draw them. That would make a messy pile of weapons. The only application I can think of off the top of my head is if the pc knows that one of these weapons will instantly make him powerful vs. this foe, but he doesn't know which one until he draws it. :)

Sadly, this does not help much with slings, as one still has to load the damned thing (a move equiv. action) even if one can draw the ammunition as a free action. And there is no rapid reload feat for slings either. :(

And if a character can use a dire flail without hitting himself, he can quickdraw a bow. This is not meant to be a realistic game, but a heroic one. Most castles/dungeons don't even have bathrooms!
 

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Particle_Man said:
I just wish that they had the parallel feat "Quick Sheathe" Benefit: You can sheathe a weapon as a free action.
Who needs to spend the feat, when there is the Gloves of Storing!


Glove of Storing:​
This device is a simple leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. Storing or retrieving the item is a free action. The item is held in stasis and shrunk down so small within the palm of the glove that it cannot be seen. Spell durations are not suppressed, but continue to expire. If an effect is suppressed or dispelled, the stored item appears instantly.
Faint transmutation; CL 6th; Craft Wondrous Item, shrink item; Price 10,000 gp (one glove).

Mike​

 

Particle_Man said:
Sadly, this does not help much with slings, as one still has to load the damned thing (a move equiv. action) even if one can draw the ammunition as a free action. And there is no rapid reload feat for slings either. :(

Ack, you're right. Guess I'll play my sling throwing halfling a little different now. I don't see why they don't have a rapid reload feat for slings. I would edit rapid reload to the following:

RAPID RELOAD [GENERAL]
Choose a type of crossbow (hand, light, or heavy) or sling.

Prerequisite: Weapon Proficiency (crossbow type chosen) or Weapon Proficiency (Sling).

Benefit: The time required for you to reload your chosen type of crossbow or sling is reduced to a free action (for a hand or light crossbow or sling) or a move action (for a heavy crossbow). Reloading a crossbow or sling still provokes an attack of opportunity.

If you have selected this feat for hand crossbow, light crossbow, or sling, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow.

Normal: A character without this feat needs a move action to reload a hand or light crossbow or sling, or a full-round action to reload a heavy crossbow.

Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow or sling (if not chosen already).

A fighter may select Rapid Reload as one of his fighter bonus feats.


Particle_Man said:
And if a character can use a dire flail without hitting himself, he can quickdraw a bow. This is not meant to be a realistic game, but a heroic one. Most castles/dungeons don't even have bathrooms!

I agree completely. Anytime characters do find the bathroom, what happens? They fight oversized poop-eating dire rats or worse - an otyugh.
 

robberbaron said:
I don't remember the rules saying anything about how long it takes to prepare a bow, but I may have missed it.
Quick Draw says you can draw "a weapon" as a free action-- not "a melee weapon," and not "a weapon except a bow".That's any weapon, whether it's a sword, bow, axe, spiked chain, or nine-foot polearm.

If you think the rules say a bow works differently, you'll need to show someplace where the books make the distinction. I don't see it in the Combat chapter, the feat description, the equipment entry, nor anywhere else in the book. Unless you can find it somewhere, you're just inventing house rules (and that's fine, but don't try to represent your own ideas as the actual rules of the game).
 

AuraSeer said:
Unless you can find it somewhere, you're just inventing house rules (and that's fine, but don't try to represent your own ideas as the actual rules of the game).

Ditto, matey.
Why is discussing different aspects of a question "making things up"?


Basically:
I do what I want, you do what you want. That's the way Role-Playing has always been and I'm cool with that.
 

I think the most important aspect is that Quickdraw (except for throwing weapons) is limited to the number of times per round the GM allows. Free actions of any type are limited by what the Gm feels is reasonable. That is the balancing/style factor that changes from game to game. If a GM thinks its reasonable to switch weapons 4 times a round then the player can. The level of fantasy to realism is still the GM's to set. It is however not a house rule it is a rule that varies from game to game. There are actually a lot of these in the books.

I personally think quickdraw is useful but not game breaking so I let players slide more towards fantasy than realism. But that's just me.

later
 

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