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#33 |
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Join Date: Aug 2009
Location: OK
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I agree. It sounds like using the chambara rules is the problem. You've given the swashbuckler an amazing optional rule that's designed to make sword fighters way more awesome. It's no surprise he's more awesome than everyone else!
When I run DF, I limit the character to the default one extra attack from Rapid Strike and the swashbuckler still seems quite powerful. I always have to make sure to challenge his weaknesses: low resistances, lack of out-of-combat skills, and inability to parry heavy attacks. Give him a combat encounter that requires lots of Will rolls to resist annoyances and enemies using weapons he can't parry, like SM +1 mauls and large shields. Then after the combat give the party some non-combat activities for the cleric and wizard to engage in. In addition to that awesome optional rule, it sounds like your spellcasters haven't taken advantage of the different spell options very well. If you could post a full list of your caster's spells, we could help you improve those. It might just be the case that they're lacking the system mastery required to use GURPS Magic and the swashbuckler has the easy option of attacking.
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| Tags |
| dungeon fantasy |
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