| Post/Author/DateTime | Post |
|---|---|
| Baddum1209-10-07, 12:57 PM | I'm VERY new to D&D and just started playing Core 3.5. My friends and I were reviewing combat rules and feat descriptions and at first thought Quick Draw was the greatest feat we ever heard of, until we read the rules to drawing a weapon without Quick Draw. After we read that you can draw a weapon as a move action OR a free action while moving... it seemed to us as though Quick Draw is actually the most USELESS feat in the game. Could someone please help us out here... give us an example where lacking the Quick Draw feat could be a huge problem/having the feat would be very useful. |
| RobbyPants09-10-07, 01:03 PM | The three biggest uses: If you have multiple attacks per round. If you can throw multiple projectiles per round. If you fight with two weapons. In all of these cases, it takes a full-round action to make more than one attack per round. If you have to blow through a move action to draw your weapon, you will miss out on your extra attacks that first round. Granted, if none of the above three clauses apply to you, then you have no real need for Quick Draw, as you noted. |
| Baddum1209-10-07, 01:40 PM | Thanks a lot! Saved some of us from wasting a feat slot. |
| BruceLeeroy09-10-07, 04:14 PM | It's also nice to have quick draw in the first round of combat - being able to draw a weapon without expending a move action means you can full attack an ambusher. It's also nice to be able to take AoOs when you don't have a weapon in your hand - quick draw, attack. Although there are some who argue that without a weapon you don't threaten an area, and thus can't take AoOs at all. Switching between weapons is another reason to have it. If you absolutely, positively need to make a full attack with your bow, but have just finished cutting an orc in half with a spoon, quick draw is your friend. I've had many melee oriented characters who, before they can afford a morphic weapon, carry a morningstar, a lance, a longsword, plus some daggers and maybe a bow. Being able to adapt to the situation immediately without wasting a move action is nice. But I also use the variants that allow a character to retrain a feat into a different feat that he would have met the prerequisites for at the time that he took the original feat - thus, at higher levels, you can let your items take over certain functionalities that are more mundane. |
| goawayugh09-11-07, 09:36 AM | Although, compared with other feats, Quick Draw is not all that spectacular, it can be highly useful in the right situations as previously mentioned. |
| Baddum1209-11-07, 04:19 PM | I now understand it's usefulness, but I also understand that's it's not as imperative as I once thought it to be. We were under the impression that without the Quick Draw feat a battle turn may end up going like this: Player: I draw my longsword and-- DM: You draw your longsword, okay end of turn. But yeah, I do see where it would be good to have it. |
| The_Ditto09-11-07, 04:35 PM | I now understand it's usefulness, but I also understand that's it's not as imperative as I once thought it to be. We were under the impression that without the Quick Draw feat a battle turn may end up going like this: Player: I draw my longsword and-- DM: You draw your longsword, okay end of turn. But yeah, I do see where it would be good to have it. It's more like this: DM: Ok, the Ogre charges you and hits ... PC1: Ok, I draw my sword, 5' step and attack ... once. PC2: Ok, I quickdraw my sword, 5' step and full attack ... (Side note: if you're fighting with two weapons, as Robby pants points out, you need 2 move actions ... if you have two-weapon fighting feat, however, you just need 1 move action ... pg 142 of PHB .. ) Another case with Quick draw proving useful: A character firing a bow, then dropping and re-drawing a melee weapon once something moves into melee. |