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Old 05-31-2014, 09:50 AM   #1
JMason
 
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Join Date: Aug 2004
Location: Cockeysville, MD
Default DF: Still can't challenge the Swashbuckler

The swashbuckler "wins" DF. Even after nixing my house rule for Luck due to it being too powerful, I still find it near impossible to throw anything at the group that the swashbuckler can't take down single handed.

Part of the problem is that the group lacks the diversity to deal with other challenges. If the swashbuckler can't handle it, none can. The wizard and cleric specialize in some buffs and missile spells. The Knight is just a heavily armored fighter. None have magic items (they've sold quest rewards magic weapons).

So things immune to normal weapons and missile spells are going to wipe the group, flying monsters rely on the squishy casters to take out (and unless totally stupid would target them first).

Everything else is sliced to death by the swashbuckler with him never breaking a sweat.

He has Ambidexterity, Combat Reflexes, Extra Attack, Weapon Master, Extraordinary Luck, Weapon Bond, and 24 skill in Saber (+1 for WB on first attack).

A normal turn might be a deceptive attack at 16 (for the max -5 to defense), followed by 4 rapid strikes at 15 skill each. This is an average of 50 damage (2d6+4 x5) for the turn. This works against groups and solo targets alike.

If anything gets a chance to hit him, he parries at 16. If it is too heavy to parry, he can retreat and dodge at 14.

Pretty much only ambushes and spells can hit him at all, and he has luck to use for that rare contingency.

So I am at a bit of a loss with what to do. More enemies just means that combat take a bit longer, but the threat is never very high for this character. Enemies that are resistant to his attacks are going to be resistant to the others as well. The few things that might not be a cake walk end up going down with the rest of the group focusing on them, or buffing the swashbuckler to doing even more damage.

Throwing something with a special weakness is usually discovered by the wizard or cleric's Hidden Lore skills, and they send in the SW with the added effect or knowledge.

All of this just seems to have made combat boring... almost a waste of time. Why bother if the SW is going to be able to take down everything without any risk?

If anyone has any idea of what I might try, to CHALLENGE this character (not looking to right out neutralize or kill him). This is a combat focused game, and arguably the most combat focused character... so combat should be fun and exciting, not just "I win. I win. I win."
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