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Making it a bonus action instead of a full action would also be a better idea.
I prefer a simpler and most elegant solution: Allow the second weapon to be either melee or ranged and each player decide if hey want to swap for the best melee solution and lose ranged combat capacities or keep it the way it is now.
Bottom line is I don't see any way, following 5e RAW, for a character to stow its current weapon, draw a new weapon and attack with the new weapon all in the same turn.
Mind you, as a free action you could ALSO swap back after the attack for, say, more damaging attacks of opportunity.
Try to keep in mind that what you are carrying is in your backpack (and yes, I know it's a bit ridiculous that we can fit so much crap in our backpacks) and not in a scabbard on your belt or on your back.
The whole idea behind "drawing a weapon for free" just means drawing the weapon you have sheathed at your side, not the ability to rummage through your entire inventory for anything you want and then also put the other weapon you were carrying away too.
When you equip a weapon in BG3 you are designating that as your held weapon when you go into combat. Yes, you have to choose beforehand. But when you "draw your weapon as part of your attack" they are referring to your EQUIPPED weapon, i.e. the one in your scabbard, that you draw and then attack with, not anything and everything in your inventory.
It's perfectly fine to require an action to re-equip to another weapon - although, for convenience sake, I probably would make this a bonus action, as it would be a lot more fun.
I have always preferred the object interaction, This allows you to do one action per turn involving any object IE barrels, weapons, you could use this spare action to allow one swap of melee without letting people swap over and over. This would solve barrel placements in the 100s on 1 turn, weapon swapping, and other things. but where do you draw the line for rules in a video game? I dont think it should be used for doors buttons or levers, but would we limit this to dropping candles? is it worth programming into the game though?
Also you can drop a lit candle any turn you want right now and dip your weapon into it for bonus fire as well, Almost no one has complained about this.
I can't attack, stow current and draw new all in the same turn. I can attack, drop current and draw new.
I'm talking RAW PnP. Larian can do it however they want.
The only thing of any merit I see on that link is Mearls saying "DM is free to make a call, based on the situation." That's like saying "You're free to feel thirsty if you need a drink."
If I undergo a lobotomy and start GMing 5e, I would require an action to "sheathe old and draw new,' which would require the player to make a tactical decision about having the character drop its current weapon as opposed to sheathing it. Happens all the time when I play Runequest.
What your find boring like 90 % of the players find necessary to prevent what really is boring, to never face difficulties by always having the perfect weapon ready at hand. What's the point of monsters being resistant to slashing if you can just swap weapon at will?
The fighter also has disarm as one of the pickable special actions requiring a superiority dice. So the player can use this too.
I believe Weak Grip is a different effect than disarm.
Disarm is useless no matter how you slice it. You disarm me, on my next attack action I can ready a weapon, presumably including the one you just knocked out of my hand since it is also just "one object or feature of the environment," as part of my attack action.
So that's all disarming accomplishes: it forces the disarmee to "waste" its so-called free action on readying a weapon. And if you think someone has misread page 190 of the PHB, why don't you tell us how it should be read.
A skilled fighter should be able to pick up a weapon and attack in one motion if not pressured too much.