by liahgeron » Wed Jan 01, 2014 10:08 am
So, I've always been a bit confused on this one too. And would love a GM clarification for Occam's.
As far as I understand it: The rules doesn't explicitly state what is "wielding" versus "carrying," except in the one instance where it's clarified that the arm throwing the packet can't have a weapon prop in it or tucked under it for obvious reasons (Hey! That's not a throwin--*thunk). Here's the relevant passage:
"Both packet attacks and missile attacks that use packets are thrown at the enemy with a free hand. To deliver a packet or missile attack, the arm that is throwing the packet prop must be free and the hand empty except for the packet prop itself. A free arm cannot have props tucked under it or tied to it other than armor. You cannot throw a packet prop if the arm is affected by something that prevents its use such as a Maim effect or shackles. You cannot throw packet props unless you have a game skill that allows you to do so."
As Gabrielle stated, traditionally anything in your hand is considered "wielded" even if you can't use it according to the rules. I have also seen spells specified on a skill-by-skill basis to require one-, two-, or no-hands free. The latter is obviously the rarest and more versatile (especially for healing), allowing you to cast without needing to put down your weapons. I generally assume two-hands free as the default, but, again, I don't know if that's stated explicitly anywhere. I also vaguely remember being told that fists/claws are ok to tuck for 1 hand free spells (again, have to leave the throwing arm completely free), but swords and staves should be sheathed or discarded before casting. I know a number of staff-wielding casters like to lean their weapon against themselves before starting up a barrage of spells or a longish incant, technically not carrying or wielding the weapon.
Another confusing point comes up with "pool" spells that let you throw multiple packets (generally worded as imbues to self). Do your hands only need to be free for the first casting? Or for all uses? This mostly relates to healing spells in other games, but can come up if an attacker closes on you after you throw the first packet and you need to start blocking. You still need to clear them off for a full second if you don't have "focused" (you won't be able to finish your verbal without getting hit at that point and the pause in a flurry isn't supposed to be enough to fire off a spell), but only "successful" melee attacks are said to interrupt you, which leaves a hole of whether blocking with one hand and casting with the other works if your skills allow for it. Similarly, can you start the verbal while blocking using your staff then let it fall as you finish to throw the spell?
Part of the reason I'd like a clarification for Occam's especially has to do with granted skills and crafted items and whether they require hands free to use. The core rules don't specify here either. Obviously weapon and gun skills require hands appropriate to the weapon style, but for touch or packet delivered effects (particularly healing and cures, which one might deliver to themselves) the ability to use one without needing to drop your weapons can be a major difference in a fight.
Have a Happy New Year folks!