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Murkglow wrote:My problem with requiring weapons to be "drawn" is again it gives a player a benefit to describing their character a certain way over another player who gets the ame effect but describes it differently. Say player A has a Raygun while player B has an Energy Visor (kinda like Cyclops). Both can choose to build them the same way even down to both being easily removeable (the visor guy can choose to have his visor be knocked off with a disarm for example) yet Raygun guy needs to draw his weapon while visor man has his "ready" all the time? It's just not acceptable to me (much like your reference to arrays not all being disarmed at once, that's one 2e answer that I will never agree to for much the same reason... Well that and it leads to just more broken aspects and really solves no mechanical problems). I would much rather have Quick Draw be a useless feat then have descriptor min-maxing getting a boost.

FuzzyBoots wrote:Take the Energy Visor guy. He's effectively brandishing a weapon at all times (and if it's a "hidden" weapon, he should be paying for it with at least a rank of Subtle) and people should react in that manner.


Actually, it explicitly requires a Move Action to do things like stand up, draw a weapon, or manipulate objects. Ref: Move Action, page 16, and pages 183-184.Murkglow wrote:Quick Draw is more an artifact from previous editions of the game (and from it's more D&D influenced roots). As you say, it's not really required by the game to "draw" a weapon nor spend a move to switch between them.





Murkglow wrote:Say player A has a Raygun while player B has an Energy Visor (kinda like Cyclops). Both can choose to build them the same way even down to both being easily removeable (the visor guy can choose to have his visor be knocked off with a disarm for example) yet Raygun guy needs to draw his weapon while visor man has his "ready" all the time?

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