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It's the basic rules of DND. Spells that require somatic components require a free hand (not all spells require somatic, but most do). It's easy enough to put away a shield and cast a spell in the same turn (you just can't reequip until next turn)
Range weapons are considered two hand weapons so you can carry a bow and switch to it to be able to cast. At first I found ti annoying but it has grown on me now it makes casting a spell seem like a more tactical decision as you lose some AC to do it. As many have pointed out you can always turn it off so Paladin/Clerics will play more in a way they have in past games.
It's one of those rules that most tabletop GMs ignore because it's mostly just annoying, without really making the game any more fun or interesting. Like the darkness rules. But for good or ill, the devs have tried to be as true to the rules as at all possible.
It can be turned off in settings though.
If you think about it, the rule kind of unbalances the trade off between S&B and 2-hand, where you can opt for more AC or more damage. That's fine, but then you add in that somatic affects S&B and not 2-hand and suddenly the trade off is not so even.
You can smite while using a sword and board and you can use your AOE abilities are always active.
Its a toss up, you can have the 2 AC for the guardian prayer thing use a 2 hander and have the option to cast spells or use a shield which eventually gets to +4 if you are lucky enough to find it.
Smiting at level 10 with a pally equipped with a 2H sword though against certain enemies finishes fights crazy quick.
:Þ shield o' Faith is/was my one-to-go spell to offset missing s/s-combat and I started to waste high-level spells for smiting first; but yeah - certain Paladin subclass' are plenty strong. Literally nothing is immune to radiant damage.....
Still took the defense-oath.....one dice to rule them all!