Quick Draw usefulness?

Polearm users get good benefit from it.

AoO when the enemy advances, then the next round you can still get a full attack without 5' stepping back.

EDIT: that's important if you're trying to keep the enemy away from those in the back
 

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It was a must-have for my half-ogre fighter/barbarian - we play with fumble charts and one of the most common fumbles is to drop your weapon. Once I dropped all 3 of my weapons in a single combat, within oh probably 8 rounds. I just kept rolling 1s that day... made me seriously consider investing in locked gauntlets - it sucked LOL
 

isoChron said:
Quickdraw is very useful if you want to switch your weapon because the one you wield is
a) a ranged weapon in melee (and you are cornered)
b) ineffective due to DR
c) disarmed
d) thrown away and there are more to follow :)
e) reach weapon in close combat
f) dropped because you were stunned
g) greased by the spell
h) hot hot hot (heat metal)
i) is not the wand you need right now
j) ......
k) sundered by your opponent (referring to last week's hot thread :D)
 

isoChron said:
Charge with lance (on mount), then switch to sword and get a full attack instead of a single attack...

Reiterating this. Even though the fellow known here as BealeKnight here suggested I take Quick Draw for my mounted guy ages ago, I never seriously considered it. Too many other useful feats out there, I thought. I've since changed my mind. Never would have had a chance to change my mind until I acquired Gloves of Storing, which is basically the same in most situations as having Quick Draw. They have proven their worth over and over. It is pretty much assumed now that the gloves are always in play, kinda like Dodge.

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On second thought... screw the feat. Get yourself some Gloves of Storing. :)
 

My thoughts on Quickdraw:

1. It's useful for a character who switches weapons.
a. A sword and board or TWF character will regularly switch weapons to overcome DR. Power Attack doesn't work well enough for them to just power attack through it without switching to a two handed weapon/one-handed weapon held in two hands.
b. An archer type in a small party will often have to switch to melee.
c. A character who wants to optimize his ranged attacks before his foes close to melee range will find quickdraw useful. A barbarian, for instance, might carry a bow around most of the time then drop it and quickdraw his greatsword after his foe closes.
d. A character who wants to switch between reach and sword and board will need quickdraw to draw his weapon, ready his shield, and attack in the same round.
e. A character who uses weapons optimized against different opponents (for instance a +4 wounding guisarme and a +4 ghost touch undead bane longsword) will often find quickdraw useful.

2. Quickdraw is essential for a character specializing in non-shuriken throwing weapons.

3. Quickdraw is also useful for a character who has a lot of attacks and often drops his foes before he finishes the full attack. It allows him to quickdraw thrown weapons and finish up the attack action rather than having those attacks go to waste.

As for the Quickdraw vs. Gloves of Storing question: three words: Gloves of Dexterity.
 

Elder-Basilisk said:
b. An archer type in a small party will often have to switch to melee.
c. A character who wants to optimize his ranged attacks before his foes close to melee range will find quickdraw useful. A barbarian, for instance, might carry a bow around most of the time then drop it and quickdraw his greatsword after his foe closes.

Both of those apply to my current character.

I picked up Quick Draw because it's a PrC prerequisite... but I've found I've been using it a lot!

(Though in my case, it's a barbarian carrying a bow and then quickdrawing a bastard sword.)

-Hyp.
 

Quick Draw...

I use it all the time.

I play a fighter - I carry a mundane shortspear and a heavy steel shield.

1. Bad guy is 40 feet away and I need him to be dead soon. I have 2 attacks and a dagger & handaxe. As a free action I can drop my sword and tehn throw both weapons

2. I have lots of javelins...I can draw them as if they were arrows for a bow.

3. If I need to switch weapons quickly (as in now need a bludgeoning weapon against an ice construct...not that it has happened to me...:))

4. I can make a full move, then a standard action (say attack someone) THEN draw a weapon as oppsoed to having to draw the weapon as I move (for one reason or another it may not be feasible or wanted).

It is one of those feats that can be very situational; but it also allows you to ALWAYS be able to draw a weapon at any time, anywhere (including wands and other items stored as weapons might be as well)
 

SBMC said:
4. I can make a full move, then a standard action (say attack someone) THEN draw a weapon as oppsoed to having to draw the weapon as I move (for one reason or another it may not be feasible or wanted).

First example that comes to mind - your longsword/shortsword TWFer can't use his shortsword on that standard action attack, but if he draws it while moving, it occupies a hand. With Quickdraw, he can move, strike with his longsword wielded in two hands for extra Str bonus to damage, then Quickdraw his shortsword for next round's full attack.

It is one of those feats that can be very situational; but it also allows you to ALWAYS be able to draw a weapon at any time, anywhere (including wands and other items stored as weapons might be as well)

That's debatable :)

To draw a wand, you use the Draw a Weapon move action:

Draw or Sheathe a Weapon
Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action. This action also applies to weapon-like objects carried in easy reach, such as wands. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item.


The action refers to "weapon or weapon-like object".

The Quick Draw feat, on the other hand...

QUICK DRAW [GENERAL]
Benefit: You can draw a weapon as a free action instead of as a move action.


... does not.

Now, it can be argued that when Quick Draw says "You can draw a weapon", it is referring not to 'drawing a weapon', but rather to the 'Draw a Weapon action'. In which case wands are included, since the Draw a Weapon action covers both weapons and weapon-like objects.

But it can also be argued that Quick Draw allows you to draw a weapon as a free action, while drawing a weapon-like object is outside the scope of the feat, and takes a move action as normal (or a free action combined with a regular move, with a BAB of +1 or higher).

-Hyp.
 

This topic should be on the ENWorld FAQ...

I found it fabulously helpful for a ranger I played for a bit. I was a TWF style ranger, but because of my soft AC I often had to pull out of the fray mid-combat.

Typical combat. Start with longspear. Drop spear. Pull out bow. Then drop bow and pull out two swords. Drop swords and pull out second bow.

Boy I was sorry when we had to retreat and leave all those weapons on the ground. But at least I lived...
 

Greylock said:
Reiterating this. Even though the fellow known here as BealeKnight here suggested I take Quick Draw for my mounted guy ages ago, I never seriously considered it. Too many other useful feats out there, I thought. I've since changed my mind. Never would have had a chance to change my mind until I acquired Gloves of Storing, which is basically the same in most situations as having Quick Draw. They have proven their worth over and over. It is pretty much assumed now that the gloves are always in play, kinda like Dodge.

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.......

On second thought... screw the feat. Get yourself some Gloves of Storing. :)

Correction....Dodge is not always in play!

1. You have to declare dodge to use it. (You wouldn't believe the number of people take the Dodge feat and forget to declare it,; therefore they do not gain the benfit of the feat thatt round.)
2. You can only dodge one opponent at a time unless you have that superior dodge class ability from the Duelist or Swashbuckler.
 

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