How often do you use the holster/unholster rules?

By GroggyGolem, in Game Masters

Like the title says. I'm curious to know how often other GMs actually require their players to unholster their weapons before using them in combat situations.

It personally feels a bit too obvious of a restraint on what maneuvers are available for the first round of combat.

I have actually forgotten to use it at all with one group and didn't really miss it. I personally see grabbing a different weapon and holstering the one you had out previously as a single maneuver but just pulling out a weapon itself for a maneuver every time combat starts seems a bit restricting in terms of options for round 1.

What are your thoughts? Do you use the rules every single combat? Do you sometimes forget, houserule alternatives or not use them at all?

I use the rule, otherwise you have gutted Quickdraw as a Talent.

Yes, I do use them. Same reason as above: because of Quick Draw.

I use the rule, otherwise you have gutted Quickdraw as a Talent.

Right. I forgot about that one. Gives me reason to use the rule as it is.

When one dual wields do they have to spend a maneuver for each weapon they unholster?

Mind you that's when the poopay has hit the fan. Obviously if outside structured play a PC says they want to have their weapon out and ready as they clear an area that's the obvious exception.

When one dual wields do they have to spend a maneuver for each weapon they unholster?

Yes.

Probably, seeing as Quick Draw (Improved) allows you to perform Quick Draw twice per turn. Seeing as it's linked with the dual-wielding Gunslinger, that's probably the intent.

Depends on the situation really; if a member already has a weapon drawn they don't have to or if groups are engaging in an environment where both sides are looking for trouble.. But in a lot of situations, where they are socialising, in a meeting or are ambushed they should. It represents scrambling for cover/weapons as the thugs burst through the door. Likewise, if the party is being coeresed at gunpoint but not necessarily under attack, going for a weapon would likely start it off thus drawing would be necessary.

It's a two way street really, as likewise if the NPC's are ambushed I would expect them to use at least one move action drawing or running for cover, so it should be used where it makes sense. Just the narrative should dictate whether or not a member would draw/had already drew a weapon. I mean everyone has access to two moves and an action, people can draw and attack if the situation warrants.

Understood. I think I need to learn to use my player's advantages rolled more often for initiative. I could have them ready weapons or perform any other maneuver if they roll enough advantage.

An out of turn maneuver is a good use for a Triumph for that.

Edited by 2P51

As others have said, I make it clear whether or not weapons were already drawn. There are certainly situations where they might be moving around with weapons out, but there are many others where they are not, and that is all the reason for a PC to want quick draw, or weapon mods that grant it.

I use them. The quick draw talent comes in very handy if you are caught flat footed. However, this is really only an issue if violence erupts unexpectedly without time to prepare. Any time players are initiating, or have advanced warning (even if its only a moment's notice) they will already have their weapons out. What I really want is improved quick draw for a saber spec for a Jedi with one lightsaber. Draw, slice, holster in one samurai-smooth motion...

Edited by Vondy

Off and on however the situational narrative fits really. Part of the problem is making quickdraw worthless the other problem is having a group that walks with weapons drawn whenever they can due to lost maneuvers. So sometimes I require it other times I don't (like being ambushed use it, average combat no)

"Draw, slice, holster"

? that is already: Maneuver, Action, Maneuver

Sometimes I just let it slide but most times.

Depends on the action at hand. If the players are the ones to start the fight it's reasonable to say they already have their weapons at hand.

This reminds me the NPCs they ambushed last session didn't use a Maneuver to draw their weapons. Woops.

I use them. The quick draw talent comes in very handy if you are caught flat footed. However, this is really only an issue if violence erupts unexpectedly without time to prepare. Any time players are initiating, or have advanced warning (even if its only a moment's notice) they will already have their weapons out. What I really want is improved quick draw for a saber spec for a Jedi with one lightsaber. Draw, slice, holster in one samurai-smooth motion...

In a one shot campaign I had done that once to diffuse a tense situation with a native tribe who believed the "Tin men" were gods. Most of the party resided at short range, while my character was engaged as he had snook up on them and announced his presence to try and talk matters through diplomatically. Unfortunately, we had failed on diplomancy and thus the tribe attempted to spring into action.

"They are unconvinced, the leader gives a short bark and raises his blaster pistol, it looks battered, taken from a droid you imagine. However, since you guys had managed to set up an advantagous situation, despite being out numbered you may act according to your initial cool rolls."

*Elects to go first, as I have one last idea to diffuse the situation before it escalates into full on combat.*

"As I see the chief raise his blaster I draw a deep breath and surge forward in one step, shoving through his immediate bodyguards to engage the cheif, as I do so I use quickdraw to ignite my lightsaber in the same motion and target his blaster with a called shot."

*Rolls dice, I am successful with two advantage.*

"As the chief raises his blaster and attempts to pull the trigger, a slivery white blade crosses his vision. The entire front section of the weapon falls away and he glances, from the lightsaber to the pistol multiple times, before he tosses the weapon away and grovels at your feet, the rest of the tribe follows suit."

"Releasing that breath, I shut off my lightsaber and return it to my belt once I'm sure the danger's past, somewhat glad it didn't escalate to violence yet uneasy at the praise."

In short we became the gods of the village, which most of us took with humbleness and were glad to have their cooperation in gaining a lead to track our master. Well, all aside from one apprentice, who decided to join in the revealry fully, got drunk and ended up marrying the chieftains daughter. We decided to leave that part out of our post mission report once we got back into republican space. XD

So yeah, if there had been but one target, I can fully see how one could strike and shut it off again. I very much played the character as a Samuari archetype, acting with patience, with short bursts of decisive action. Just the re-sheathing either can be described as a move (which limits the distance you can cover.) or climatic flare (which costs nothing.). That being said I wouldn't usually sheath the lightsaber unless the danger had very clearly past.

If a player wants to draw two handheld weapons at the same time I won't make them expend 2 manuvers to do it that just seems like pointless micro management.

My argument with that Jams is that Gunslinger, which is a Smuggler tree, has two quick draw talents for the express purpose of being able to draw both your blasters without spending a maneuver.

If the players know that something will be happening they already run around with their blasters in their hands (mostly indicated through obvious bodylanguage), but if they get jumped they need to spend the maneuver.

Quite contrary, most locations don't take kindly to strangers running around with guns drawn, so, it's kinda opposite on my table

If a player wants to draw two handheld weapons at the same time I won't make them expend 2 manuvers to do it that just seems like pointless micro management.

I don't see it that way. Something to consider is that all the limits and Talents that break them aren't there to burden the Players but to make each PC special in they're own way. Some PCs are going to be fast on the draw (Quickdraw) but only a few are going to be fast on the draw with both hands. This is not a problem it's a feature.

The same goes with all the limitations in the RAW, they aren't just in there for balance or to be nitpickey but to give the Players more chances for their particular PC to shine in it's own way. Want your PC to be the fastest guns in the galaxy? Spend the EXP on the Feats that others don't and you get a feature they don't. Give it away for free by handwaving a rule and you take away something that makes that PC unique.

Edited by FuriousGreg

If a player wants to draw two handheld weapons at the same time I won't make them expend 2 manuvers to do it that just seems like pointless micro management.

Then you've also gutted Improved Quickdraw.

I guess first of all it depends what material is being used, if gunslinger isn't going to be used in any shape or form I can see that being handwaved. However, they should at least spend one manuver drawing if they weren't expecting combat; Heros in many settings aren't always prepared and sometimes the brawny action hero prefers to improvise (throws, unarmed combat) because they don't have time to draw a weapon. This is a fact that is also advantagous for the PC's to use, as an ambush or pre-emptive epic rescue could catch your NPC's with their pants down.

If a player wants to draw two handheld weapons at the same time I won't make them expend 2 manuvers to do it that just seems like pointless micro management.

Then you've also gutted Improved Quickdraw.

Most of my ranged platerys are using rifles, the only two handed player is a knife fighter so i'm ok with it