I can't believe they went that way with hand crossbows.
While it is true that a bit of education about posterior probability can help not wasting your limited luck points, your example is true only for low target numbers.
Please, let me present a counterexample.
Let's suppose your target number to save against a disintegration spell that will surely kill your 20hp character is 16 on a d20.
What is your % chance to survive by using Lucky in the way you suggest?
And what is your chance if you do it with disadvantage?
I've never seen anyone advocate that you should get more attacks per round with two hand crossbows.
I have never seen anyone say that....
What they were claiming, is an 11th level fighter could fire his handbow 3 times, then fire his 'other' handbow once as a bonus action.
That is not allowed, but...
That same fighter could fire his handbow 3 times, and then fire the *same* handbow as a bonus action..... assuming he has a free hand to help load.[\quote]
True.
As it stands, you could probably still do some form of dual weilding handbows with some combo of dropping and picking up.... but it doesn't get you any more attacks.
There were many before this that claimed it did get you more attacks, by completely ignoring needing a hand to load. Don't just take my word for it, there are plenty of older threads claiming exactly that, give them a look.
I think it might work to sheather/draw a rapier each round and still use a handbow....
I agree. Dropping would suffice also. However, one would not be able to sheathe and re-draw in the same round.
So I guess then, as Obryn said, Rapier+hand-crossbow is out to a certain extent. One could be holding both and attack with both in the same round (with Crossbow Expert Feat), but only once, and then would have to sheathe the rapier in order to reload the hand-crossbow, or stow the hand-crossbow in order to draw a second weapon the following round.
As to War Caster, you're right. First the feat requires the ability to cast spells in order to take it, and the second listed benefit specifically refers to somatic components. I think I picked up that idea from those previous threads also. You're right, applying War Caster to loading ammunition is also not RAW.
I think you're entering into weird territory with stat mods and the like. And ignoring the "melee" bit isn't kosher.Of all the ranged weapons, only one has the light property. The light property has one main effect: it is "ideal for use when fighting with two weapons" (PHB 147). Now the general TWF rule (p. 195) does specify melee weapons, but it seems to me that by giving the weapon the light property, the designers intended to encourage two-weapon fighting with a hand crossbow and a light melee weapon, or two hand crossbows.
I don't think this is the case though. It has the same damage as a hand-axe, a javelin, quarterstaff, and scimitar and short sword. That's not bad for a little bitty piece of wood.
No it doesn't, it just makes it useless for those hoping to get an advantage over and above other weapons. You can still shoot with dual-wielded crossbows, it's just that you can only reload one of them and fire again in the same round. That means a potential three-attacks per round with a hand-crossbow. You can't do that with its bigger cousins.
This ruling simply keeps it from vastly overshadowing two-weapon fighting and other rules of the game. Now something like a self-loading hand crossbow means something again, or it opens things up for a player to devise a clever device that reloads and recocks without using a free-hand (just the hand holding the crossbow).
Realistic AND Cool! The Best of Both Worlds!
I think you're entering into weird territory with stat mods and the like. And ignoring the "melee" bit isn't kosher.
But okay. I've seen ONE person advocate for more attacks per round.
Now apply this logic to the Eldritch Knight's Warcaster features. And the ability of a Cleric to cast spells with somatic components.I agree. Dropping would suffice also. However, one would not be able to sheathe and re-draw in the same round.
So I guess then, as Obryn said, Rapier+hand-crossbow is out to a certain extent. One could be holding both and attack with both in the same round (with Crossbow Expert Feat), but only once, and then would have to sheathe the rapier in order to reload the hand-crossbow, or stow the hand-crossbow in order to draw a second weapon the following round.
That it's unclear and poorly edited, basically.Not sure what you mean by "stat mods", and we can disagree about what's kosher or not (I'm operating on specific trumps general). But perhaps you can explain what you see the meaning of the "light" property on hand crossbows being if not this.
Yes!
I dunno; maybe my table likes over-the-top stuff (we really do), so we've never questioned the idea of dual-wielding hand crossbows, even if, in reality, it wouldn't work. Why? Because it's awesome. And that pretty much sums up the entirety of my table and gaming philosophy. If I think it's awesome, I'm probably going to allow it.
Putting aside that I am not sure how you take disadvantage on a saving throw voluntarily, let's say the three dice rolls are: 16, 10, and 4, and they can come up in any order, the list being:
1) 16, 10, 4
2) 16, 4, 10
3) 10, 16, 4
4) 10, 4, 16
5) 4, 10, 16
6) 4, 16, 10
If you declare disadvantage in scenarios 1 and 2, you wasted your Feat. You'd have succeeded anyway.
If you roll normally, you decide to trigger Lucky on results 3, 4, 5, and 6.
Of those, you succeed with Lucky on results 3 and 6, and fail on 4 and 5.
So 1/3 of the time it's better to not voluntarily go in with disadvantage (because you waste the feat by doing that), 1/3 of the time it does not matter, and 1/3 of the time it helps you to go in with disadvantage.
Now if life is on the line, I can see risking wasting the feat. But I think it's safe to say this will not be a common practice. Life is usually not on the line like that, and often when it is you cannot voluntarily take disadvantage anyway. It's still safe to say as a generalization that you're not going to want to voluntarily take disadvantage with Lucky.
Bottom line, I don't see this being a problem. People will not be routinely volunteering for disadvantage with this feat.