Should swapping weapons cost actions? Is it worth tracking what is in your hands?

Should swapping weapons cost actions?

  • Yes

    Votes: 31 63.3%
  • No

    Votes: 18 36.7%

I have drawing/sheathing weapons/objects as free actions in my RPG (free actions have reasonable limitations, as determined by the GM), but my rounds are 10 seconds, not 6 seconds. Riffling through a pack to grab an object is a move action, not a free action.

So, for me, I'd prefer to see the combat round expanded, and abstraction take a slightly more prominent role. So, free actions easily within 10 second rounds, because I see drawing/sheathing adding up pretty quickly in 6 second rounds.
 

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Yes, I think what you have in your hand is important. Anyone who has tried to perform certain simple tasks (like say turn a doorknob) with their hands full can attest to the difficulty. But it's not so much about the difficulty, as it is about abuses, and choices. If swapping weapons, shields, and the like are free, you get laughable situations where the ranger shoots with his bow, then switches to a heavy shield and rhythm dagger or something, only to switch back to bow when he needs to shoot again. And then you have to figure out countermeasures to prevent that from happening. I'd rather not get into all that.

Also I like that when a fighter chooses to use a heavy shield instead of a light shield, he forgoes the ability to climb ropes, open doors, or carry damsels in distress, while he has his shield and weapon on.
 

So there my character was, caught on deck during a sea battle as part of a Midnight campaign.

He was a huge, hulking Dorn, fierce and proud - wielding his newly-found greataxe, which hinted to him of power. On his back was his shortbow, for he was a hunter for his tribe. Beside it, in a place of honor was another greataxe, friend of many battles and one he couldn't so easily discard.

On the decks: chaos - a swirl of action, the very color seemed to be screams. Just like that, they were on him. Four nasty demons summoned from the very pits of hell to take them with him. Valiantly he fought before he was finally able to kill three, while the fourth had started to attack his cousin, who had been heroically summoning the very power of the gods upon their enemies with naught but words.

With a shout he threw the axe, Skunhuse, into the back of the demon, shattering its spine and soon, it's breath.

With a turn, he drew forth his bow and began loosing arrows into the trio of hags who were carefully ordering battle, daring them to advance - for he was willing to take the three with him to the hells during this battle.

After a few volleys, they retreated below the side of the ship, almost holding his attention for a fatal few seconds, while their orcs from the other side of the ship skulked towards him.

But fate - and a rolling wave - was with him this day. He turned, instantly grasped the danger, and without a thought charged the orcs, dropping his bow and drawing Skaergum, his old friend.

Their combined roars for once was louder than those cursed waves breaking against the ship.


All I'm saying is let situations like the above still happen and still require planning to pull off.
 


Thing is D&D is the only game I've ever seen that has rules about drawing weapons/etc. But then, D&D is the only game I've seen that puts so much focus on what you're holding and why it's important. Potions and magical items and magical item slots and so forth. D&D is very equipment focused.

There is a new game that just came out that is obsessed about what you hold in your hands, and swapping out items leaves you vulnerable to attack. You can use healing potions as a free action though, which bothers me enough that I hope there is a mod for it eventually.

That game is Skyrim.
 

I think that drawing and switching weapons should cost you time. It heightens the advantage of achieving surprise. Ideally your toons shouldn't be swapping weapons a great deal during combat anyways. It also makes choosing whether to open up with ranged weapons first and then switch melee to or closing with melee have tactical relevance. It also discourages weapon based power cheese that could occur by switching to the optimal weapon for every attack. Im not sure what the cost should be. I kind of like the 3.x/PF action costs. But its not a point that is really super important to me in the grand scheme of things. I imagine if 5e came out with free weapon drawing and switching my group would just house rule it back in.

love,

malkav
 

There is a new game that just came out that is obsessed about what you hold in your hands, and swapping out items leaves you vulnerable to attack. You can use healing potions as a free action though, which bothers me enough that I hope there is a mod for it eventually.

That game is Skyrim.
That's so videogamey.
 


Realistically, it takes what, a second or two?

I can't even remember how long 3e combat rounds are, but in AD&D they were a minute, and BECMI it's 10 seconds.
 

I think you should be able to draw an item as part of the action to use it. So if you're attacking with a weapon, you can draw it as part of the standard action to attack. If drinking a potion, you can draw it as part of (whatever action it is to drink a potion).

You can also drop an item for free. Putting an item away, however, requires a separate action, as does picking one off the ground. So you can drop your sword and whip out your mace to bash skeleton skulls without a problem; but if you want to switch back to the sword, you'll have to work for it.

Enrious's example above would present no problem. For that matter, his character would be rewarded for keeping his trusty old axe, since it would provide him a ready backup in case he had to drop the new one.
 
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