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Unbeliever wrote:
Don't get me wrong, I'm all for flavor advantages, but I expect anyone writing Quickdraw down on their sheet would expect it to do something. It also seems to me that the "fastest gun in the West" is better captured by Improved Initiative than Quickdraw.




Rabbitman wrote:For characters that don't want all their gear disarmed with a single action, Quick Draw is needed to switch between different weapons and equipment.
Rabbitman wrote:The "You're out of Ammo" complication does have value however, it doesn't represent something the character is immune to, it's the plot point moment when the gun with seemingly unlimited ammunition in a single bottomless clip unexpectedly runs out of shells... completely. The gun can't be fired anymore in this encounter (since it has no ammo) and the player gets a Hero Point for their troubles and learns a little lesson about relying on their cheap equipment too much.


FuzzyBoots wrote:*shrug* Ultimately, it seems to be a matter of how you interpret the rules as to whether it's useful. If you have arrays be a free action to switch even with easy/hard-to-lose items (which equipment is), then there's no real benefit past the first drawing (and it becomes a little too useful afterwards). If your players face no issue with constantly walking around with weapons brandished and powers up, there's no real benefit to a feat that lets you quickly draw the weapons that they already have drawn as they walk through downtown Freedom City.
I suspect one could say the same about many feats, skills, and even powers. If the GM doesn't make the area they cover part of the game, they're useless.






SilvercatMoonpaw wrote:Wait, what? Now I'm confused: what advantage does Quick Draw give when using equipment?

SilvercatMoonpaw wrote:Wait, what? Now I'm confused: what advantage does Quick Draw give when using equipment?





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