Quickdraw and Regripping 1H->2H


Rules Discussion


OK, dropping 2H grip to 1H is free action, but needs 1 Regrip action to be able to attack with 2H weapon.
Quickdraw only allows "Drawing" a weapon for free along with Strike.

Balance-wise it seems plausible QD could allow Regripping 2H weapon held in 1H, but technically "Draw" is separate action from "Regrip".

EDIT:
Maybe it could be ruled you can "Draw" weapon from your own hand, given "Draw, stow, or pick up an item" is 1 action and "If you retrieve a two-handed item with only one hand, you still need to change your grip before you can wield or use it" suggests picking up an item makes it fully wielded exactly as if Drawn (only requiring to "retrieve" with 2H to immediately wield 2H weapon)... At which point, why can you pick up / Draw weapon from the ground but not Draw it from your own hand?
But considering there is separate action explicitly for Regripping (substantially the same thing), that is very awkward ruling...

So if desired for QD to enable 1H->2H Regrip, it probably should have Errata to just clearly say "or Regrip a held weapon".


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

You can draw a weapon with both hands, removing the need to regrip it.

However, quickdraw does not allow you to skip the manipulate action necessary to change from a 1-hand grip to a 2-hand grip.


Wheldrake wrote:

You can draw a weapon with both hands, removing the need to regrip it.

However, quickdraw does not allow you to skip the manipulate action necessary to change from a 1-hand grip to a 2-hand grip.

Quandary knows this.

What they wish is for Quickdraw to be inclusive of a Regrip action option. As is, a regular PC freeing up a hand then regripping is as fast as one w/ Quickdraw doing so. It feels kinda funny that the "weapon quick into your hands" PC isn't any quicker unless that weapon is sheathed.
It's also funny that a Quickdraw guy w/ zero hands on his weapon can ready it and Strike in one action, but if he has one hand on his 2H-weapon (and it's out!) he can't do that.

Even if Quickdraw doesn't allow for this, it seems some sort of Quick Regrip (perhaps as a General Feat) should be around.
I'm a bit ambivalent myself and will follow Paizo's lead.


I'm assuming that Quickdraw used to draw a bow and shoot is similar? The feat description says "weapon". Nothing about only "melee".

For example, my goblin ranger now has quickdraw. If I combine that with Hunted Shot, it seems to mean he just whips off 2 shots quickly.

Am I understanding it correctly?


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That is a good question! Never thought of it.

I'm inclined to allow Quick Draw to be used to "draw a 2h-weapon from your hand" and strike with it. If just for the reason that otherwise it would be quicker with QD to:
- drop a 2h-weapon held in one hand
- draw another 2h-weapon from your back
- strike with the second weapon
(all in one action) than to regrip and strike (2 actions).

So... it doesn't matter where you draw the weapon from, "your other hand" is a valid place for the stowed weapon. :)


To me it is all about balance in terms of athletic checks ( 1h needed or maneuvers from the weapon itself ).

To make an example, bastard sword compared to a greatsword.

If gripping would be a free action, then there won't be any trade nor use for weapons with the Twohands-dxx trait.

Starting with both hands on the weapon

Round 1

1st - attack
2nd - attack
FA - release grip
3rd - any athletic maneuver

Off turn

AOO with 1 handed grip

Round 2

1st - grip the weapon
2nd - attack
3rd - attack / releasegrip+athletic maneuver.

Note that unless bastard sword, you won't be elegible for aoo with a greatsword, if you don’t have both hands to grip it.

The trade is in my opinion perfectly balanced, and make weapons which can be wielded with 1 or 2 hands shine.

With the possibility to use quick draw to grip the weapon, the process itself will be killed, and we will be only using 2h weapons.

Round 1

1st - attack
2nd - attack
FA - release grip
3rd - athletic manoveurs
QD - grip your weapon again

Off round
AOO even with a 2h

Round 2

1st - you won't be needing an action to grip again, so 1 extra action for free.

With this I am not saying it is realistic that you can draw for free and not grip for free, but that's just about balance. And imo is a pretty one.


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HumbleGamer wrote:

With the possibility to use quick draw to grip the weapon, the process itself will be killed, and we will be only using 2h weapons.

Round 1

1st - attack
2nd - attack
FA - release grip
3rd - athletic manoveurs
QD - grip your weapon again

Off round
AOO even with a 2h

Round 2

1st - you won't be needing an action to grip again, so 1 extra action for free.

You can't do this because quick draw is an action to draw AND attack. You would not be able to quick draw at the end of your turn after already using three actions.


xrayregime wrote:
HumbleGamer wrote:

With the possibility to use quick draw to grip the weapon, the process itself will be killed, and we will be only using 2h weapons.

Round 1

1st - attack
2nd - attack
FA - release grip
3rd - athletic manoveurs
QD - grip your weapon again

Off round
AOO even with a 2h

Round 2

1st - you won't be needing an action to grip again, so 1 extra action for free.

You can't do this because quick draw is an action to draw AND attack. You would not be able to quick draw at the end of your turn after already using three actions.

True, you can't use it at the end of the turn, but you can at the beginning of it gaining one extra action ( since you won't need an extra one to grip the weapon again ).

What changes is that you will stick with versatile weapons ( 1h/2h depends the hands used ) and not with 2 handed weapons ( to be elegible for aoo )


Torillan wrote:

I'm assuming that Quickdraw used to draw a bow and shoot is similar? The feat description says "weapon". Nothing about only "melee".

For example, my goblin ranger now has quickdraw. If I combine that with Hunted Shot, it seems to mean he just whips off 2 shots quickly.

Am I understanding it correctly?

You are not.

Quick Draw is draw + Strike for one action. That's it. It's not a free action, nor is it a passive bonus to other action choices that involve Strikes.
Hunted Shot is a separate action that gives 2 Strikes.
You could draw/shoot then in your second action do a Hunted Shot pair of Strikes (if they're already your Hunt Prey target).

I think "drawing from your other hand" is an interesting solution!
Remember, since Quick Draw is only giving a mundane Strike, it can't be combined with better maneuvers so it shouldn't be able to set up anything that exploits loopholes. Using Quick Draw to free up a hand for another action feels reasonable given that Quick Draw kinda sucks.
And really, being able to better use the weapon on your back than the weapon in your hand is a bit silly.


Yes, it's worth pointing this out explicitly: Quick Draw is an actual action. It's not something you use with other actions or a modifier of anything. It's a single action that has two subordinate actions: Interact and Strike. Subordinate Actions p 463

Quote:

Subordinate Actions

An action might allow you to use a simpler action—usually one of the Basic Actions on page 469—in a different circumstance or with different effects. This subordinate action still has its normal traits and effects, but is modified in any ways listed in the larger action. For example, an activity that tells you to Stride up to half your Speed alters the normal distance you can move in a Stride. The Stride would still have the move trait, would still trigger reactions that occur based on movement, and so on. The subordinate action doesn’t gain any of the traits of the larger action unless specified. The action that allows you to use a subordinate action doesn’t require you to spend more actions or reactions to do so; that cost is already factored in.

Using an activity is not the same as using any of its subordinate actions. For example, the quickened condition you get from the haste spell lets you spend an extra action each turn to Stride or Strike, but you couldn’t use the extra action for an activity that includes a Stride or Strike. As another example, if you used an action that specified, “If the next action you use is a Strike,” an activity that includes a Strike wouldn’t count, because the next thing you are doing is starting an activity, not using the Strike basic action.


Forget to post another reason why it doesn't/shouldn't work also to grip.

Quote:

PFS Legal Dual-Handed Assault Single ActionFeat 4

FighterFlourish
Source Core Rulebook pg. 146
Requirements You are wielding a one-handed melee weapon and have a free hand.
You snap your free hand over to grip your weapon just long enough to add momentum and deliver a more powerful blow to your opponent. Make a Strike with the required weapon. You quickly switch your grip during the Strike in order to make the attack with two hands. If the weapon doesn’t normally have the two-hand trait, increase its weapon damage die by one step for this attack. (Rules on increasing die size appear on page 279.) If the weapon has the two-hand trait, you gain the benefit of that trait and a circumstance bonus to damage equal to the weapon’s number of damage dice. When the Strike is complete, you resume gripping the weapon with only one hand. This action doesn’t end any stance or fighter feat effect that requires you to have one hand free.

- Lvl 4 fighter feat

- Flourish trait ( 1x )

- Press trait( can't be used as first attack )

- It only lasts for the specific attack


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HumbleGamer wrote:

Forget to post another reason why it doesn't/shouldn't work also to grip.

Quote:

PFS Legal Dual-Handed Assault Single ActionFeat 4

FighterFlourish
Source Core Rulebook pg. 146
Requirements You are wielding a one-handed melee weapon and have a free hand.
You snap your free hand over to grip your weapon just long enough to add momentum and deliver a more powerful blow to your opponent. Make a Strike with the required weapon. You quickly switch your grip during the Strike in order to make the attack with two hands. If the weapon doesn’t normally have the two-hand trait, increase its weapon damage die by one step for this attack. (Rules on increasing die size appear on page 279.) If the weapon has the two-hand trait, you gain the benefit of that trait and a circumstance bonus to damage equal to the weapon’s number of damage dice. When the Strike is complete, you resume gripping the weapon with only one hand. This action doesn’t end any stance or fighter feat effect that requires you to have one hand free.

- Lvl 4 fighter feat

- Flourish trait ( 1x )

- Press trait( can't be used as first attack )

- It only lasts for the specific attack

That's a rather incomplete overview, which makes me suspect that you may be arguing rather than discussing.

One of that feat's main perks is you get to remain in your one-handed stance (saving you an action elsewhere) while it's giving you 2-H damage (even putting some weapons above d12 damage).
Quick Draw is not giving you 2H damage (or better) while maintaining the benefits of a 1H stance or holding a 1H weapon.
One-handed stances BTW, come online before 2W stances and give defensive bonuses unavailable to 2H weapon users.
I'm having a hard time seeing a PC built around Quick Draw and its free hand in the same way one could build around Dual-Handed Assault.


You can't put some weapon above 1d12 dmg

You increase the dmg of a one handed weapon with no two handed trait.

Like a club.

But it is not working by holding a greatsword with 1 hand.

You won't need a one handed stance, but you could gain benefits by using a 1h weapon with two handed trait ( or even without two handed trait, if you prefer traits above higher dmg dice ).

However my point was to consider quick draw a feat meant to draw and attack. Not to grip and attack ( As for my reasons, they have already been explained and I like how quick draw works ). Posti this feat was to point out how action economy works in terms of weight ( expend 1 to grip, while the weapon is already unseathed, is necessary ).


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HumbleGamer wrote:

You can't put some weapon above 1d12 dmg

You increase the dmg of a one handed weapon with no two handed trait.

Like a club.

But it is not working by holding a greatsword with 1 hand.

You won't need a one handed stance, but you could gain benefits by using a 1h weapon with two handed trait ( or even without two handed trait, if you prefer traits above higher dmg dice ).

However my point was to consider quick draw a feat meant to draw and attack. Not to grip and attack ( As for my reasons, they have already been explained and I like how quick draw works ). Posti this feat was to point out how action economy works in terms of weight ( expend 1 to grip, while the weapon is already unseathed, is necessary ).

A 1H weapon w/ a 2H option (like a bastard sword) goes the 2H die type and add +1 per die. So bastard swords are d12s + 1/die when used for a Dual-Handed Assault. So more than a d12. As in it's a strong albeit circumstantial feat that makes for a poor comparison to Quick Draw's action economy.

Your other points were made before. The mechanical issue is understood. The OP is wondering if those mechanics could be officially rectified so that a 2H weapon in hand is as useful as a 2H weapon sheathed.
In fact, you could be carrying the weapon, in a sheath, in one hand, and it's easier to use than if it's in that hand w/o a sheath (w/ Quick Draw that is). Doesn't that seem silly, even if technically correct?


Quote:
If the weapon doesn’t normally have the two-hand trait, increase its weapon damage die by one step for this attack.

So, a bastard sword moves from 1d8 to 1d12, cause its two handed trait.

A longsword gain 1 step of dice, moving from 1d8 to 1d10.


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HumbleGamer wrote:
Quote:
If the weapon doesn’t normally have the two-hand trait, increase its weapon damage die by one step for this attack.

So, a bastard sword moves from 1d8 to 1d12, cause its two handed trait.

A longsword gain 1 step of dice, moving from 1d8 to 1d10.

Dude, read a step further, right after the "and".

Because it has the 2H trait, the bastard sword ALSO gets a circumstance bonus to damage equal to the number of dice, a.k.a. +1 damage per die.
Your tenacity is undermining your credibility.


Castilliano wrote:
Torillan wrote:

I'm assuming that Quickdraw used to draw a bow and shoot is similar? The feat description says "weapon". Nothing about only "melee".

For example, my goblin ranger now has quickdraw. If I combine that with Hunted Shot, it seems to mean he just whips off 2 shots quickly.

Am I understanding it correctly?

You are not.

Quick Draw is draw + Strike for one action. That's it. It's not a free action, nor is it a passive bonus to other action choices that involve Strikes.
Hunted Shot is a separate action that gives 2 Strikes.
You could draw/shoot then in your second action do a Hunted Shot pair of Strikes (if they're already your Hunt Prey target).

I think "drawing from your other hand" is an interesting solution!
Remember, since Quick Draw is only giving a mundane Strike, it can't be combined with better maneuvers so it shouldn't be able to set up anything that exploits loopholes. Using Quick Draw to free up a hand for another action feels reasonable given that Quick Draw kinda sucks.
And really, being able to better use the weapon on your back than the weapon in your hand is a bit silly.

I appreciate the clarification! Your description makes perfect sense. Thanks!


Castilliano wrote:
HumbleGamer wrote:
Quote:
If the weapon doesn’t normally have the two-hand trait, increase its weapon damage die by one step for this attack.

So, a bastard sword moves from 1d8 to 1d12, cause its two handed trait.

A longsword gain 1 step of dice, moving from 1d8 to 1d10.

Dude, read a step further, right after the "and".

Because it has the 2H trait, the bastard sword ALSO gets a circumstance bonus to damage equal to the number of dice, a.k.a. +1 damage per die.
Your tenacity is undermining your credibility.

Not about tenacity.

I simply didn't read the last part ( or mostly thought I did and because of that I didn't read it again ).

I am sorry for the inconvenience.

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