Why Every Character Should Be a Juggler

Rechan

Adventurer
One of the balance issues of D&D that really annoys me is the "What's in your Hnads" rule. Not so much the hand slot (x number of rings, 1 hand slot, etc), but a system of balance where items are based on what's in your hand, and how many you can wield in your hands at one time. And if you have say, three items that you need to switch between, then you have to work out all the actions just to rotate.

For instance if I have a sword and shield, but need to cast a spell, I need a hand free, so I have to use an x action to drop/sheathe my sword, or I need to pull out my implement, or my compoments, or...

Or even worse, everyone has all of their hand slots accounted for (sword and shield, two-handed weapon, two weapons) and no one has a hand free for a light source.

And if you want to get away from all this tom foolery, you have to spend a feat.

I personally see it as a whole lot of silliness. I can't imagine a heroic fighter/mage having to stop in the middle just so he can juggle his equipment in order to find that wand. It comes across more as a "Who's on First" of what's in your hand at the time.

But, while I was thinking about my dislike of this Juggler's Paradise, I suddenly realized, "How do other systems deal with this? I can't think of any other system that has the 3 item, 2 hands issue" and yet I can't imagine how a system would ignore or get around it.
 
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Well people could just grow a third hand (they do it in Eberron!). Still I don't have much trouble with the what is in your hand rule. It gives another use for minor actions and people don't have to change between weapons and implements that often. The big issue is probably accounting for the light source, since noone is really willing to pay a hand tax to carry the damn thing. But honestly I don't have much non-magical darkness in my campaigns anyway . . .
 

In fiction, and in many RPGs, character combat optimization doesn't depend on maximizing hand usage -- wink, wink, nudge, nudge -- like it does it D&D. Conan fights with a longsword and no shield often, but a D&D character that does so is significantly suboptimal.

Speaking as someone who plays a dwarven cleric, I can say that having to keep track of whether my warhammer's out or not does limit my combat power through the use of actions. I don't CoDzilla anyway, but I suspect quite a few folks who do forget when a free hand is needed to cast spells.
 

Hire an orphaned 12 year old boy to carry your torch around.

As for switching to a wand when you have a shield in one hand and a sword in the other, I can't think of any sensible way to access the wand when you have no hand's free. Hands are a finite resource. Do you complain about not being able to weild a bow and a sword at the same time?
 

Well people could just grow a third hand (they do it in Eberron!).

Let's not make a mockery of the game, shall we?

In fiction, and in many RPGs, character combat optimization doesn't depend on maximizing hand usage...

Again, this kind of crude, vaguely sexual humor is not the way to discuss this topic effectively.

Hire an orphaned 12 year old boy to carry your torch around.

That's more like it.
 

I once proposed some mundane equipment to Dragon Magazine, but then 4e happened, rendering my article obsolete. Some ideas:

Sunrod holder: Your backpack has a sleeve on the side to secure a sunrod or everburning torch, leaving your hands free for other tasks.

Weapon tether: Your weapon is attached to its scabbard by a small length of cord or chain. If you drop your weapon (or is disarmed) and move, your weapon moves with you, so it always remains in your square.

Holy shield: Your shield counts as a holy symbol when casting divine spells.

etc.
 

Actually the Eberron magic item spare hand was awesome and saw a lot of use in my Eberron campaign (though it looked more like a warforged graft than a mummy's hand). And it certainly will be great to have in 4E with artificers suffering badly from the problem the OP outlined.
 

I don't see this as a big issue. Why should a character be able to have a half dozen things ready at the same time? Continual light cast on an object hanging from a belt that could be placed in a pouch worked for light. As far as weapon readiness is concerned there should be some advantages and disadvantages for walking around with a bow and nocked arrow.

3rd Ed. and beyond already added made up additional actions just so that things like dropping/drawing items (or even healing a companion!) doesn't interfere with making an attack. What exactly are we looking for now? Has it got to the point where items have to appear/dissappear as needed in our hands because we can't be bothered to think about this stuff?:hmm:
 

Let's not make a mockery of the game, shall we?

Again, this kind of crude, vaguely sexual humor is not the way to discuss this topic effectively.
Atom 1: Hey, I think that guy just stole one of my electrons!
Atom 2: Are you sure?
Atom 1: Yes, I'm positive!
 

Atom 1: Hey, I think that guy just stole one of my electrons!
Atom 2: Are you sure?
Atom 1: Yes, I'm positive!

Yeah that's just the sort of humor this thread doesn't need. Would it really hurt to take this topic more seriously people?
 

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