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#1 |
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Join Date: Sep 2011
Location: WA
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Limit his ability to retreat by drawing him into heroic charges/move and attack. Attack him with flails and have enemies be equally skilled, so they can use 5 levels of deceptive attack. This forces him to use a dodge at significant penalty. That 14 turns into something much more hittable.
Use range to your advantage. As he's sprinting towards the threat, he doesn't get to retreat. Grapple him. Target his weak stats with spells. Use explosion damage, poison, area effect, etc. Use extreme heat or cold. I don't get why he gets 5 attacks, though I'm not familiar with DF. Basic RAW for Extra Attack says you only get to rapid strike one of your attacks (B54). It also says you're attacking with each hand, so unless he's dual wielding sabers, he's going to be doing less damage with the other attack. If he uses AoA (Double) and Rapid Strike, he gets 4 attacks by my count...and no active defenses. Last edited by Pahn; 05-31-2014 at 02:47 PM. |
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#2 |
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Join Date: Feb 2005
Location: Berkeley, CA
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The fact that the swashbuckler has been allowed to increase weapon skill to 24 is probably a big part of the issue; point for point weapon skill is the most potent combat ability in the game, to the extent that PCs should be restricted in how many points they're allowed to put in it (this also comes up as a problem for the Knight). A starting swashbuckler with ridiculous luck and extra attack 1 can have a maximum skill of 19 (by also taking +1 DX).
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#3 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Unless his Will and IQ are much higher than the template, what about enemies with spells like Charm?
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#4 |
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Custom User Title
Join Date: Oct 2007
Location: Indianapolis, IN
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I am thinking if he is an Army of One let him encounter a well oiled platoon of lesser mortals that can bring a challenge.
A group that is in a position to use longer reach weapons to keep him from closing. Net users. They don't have to be thrown over him. Tossed across the floor they would define areas that are dangerous for him to traverse and limit his movement. They could topple him or even bind him if the net guys are using Wait well. Multiple-armed opponents (Land dwelling octopi? Insectoid races?) that can match his attacks and parries. Make his opponents smart enough to attack him on terrain that is not conducive to him Dodging so freely. Perhaps they all throw flasks of oil (flammable or not) or caltrops to their front. Or behind him.
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Joseph Paul |
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#5 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#6 |
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Custom User Title
Join Date: Oct 2007
Location: Indianapolis, IN
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Douglas - and I was just thinking "Doesn't DF have anything that can glue his foot to the ground?"
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Joseph Paul |
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#7 | |
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Join Date: Apr 2013
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#8 | |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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BUT the ridiculously complex structure of GURPS Magic may just save you. Since every mage must take a long list of interesting effects to get to what he really wants, chances are the mages are more flexible than they realize. Look over those spell lists and look for challenges that those spells can fix (in a way that the Swashbuckler can't handle). This will sideline the swashbuckler, which is unfair, but this is a short-term thing. It's to teach the players to look for other solutions. Once they've begun to see those new tactical possibilities, then you can start to add more variety into your fights without it being quite so binary. The other issue is you need to buff the knight. Is the party amenable to giving the Knight another 50 points? And if you do so, will he make his knight different, or is he so convinced of the supremacy of the SB's strategy that he'll just dump it all into skill?
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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#9 |
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Join Date: Dec 2006
Location: Houston
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This thread is relevant to my interests.
Let me have a look. I cant promise anything, but Im always willing to grind numbers through the machine and see if I cant find something. Nymdok p.s. It would be most efficient if you would send them in GCS format, but simple old PDFs will be fine. |
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#10 | |||
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Join Date: Aug 2004
Location: Cockeysville, MD
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Yes, he only rolls one deceptive attack per turn, but that is usually enough. With his high skill he often makes this an called shot to the leg or other area to take the monster out even if it isn't killed outright. Quote:
High defense monsters tend to neutralize most of the group, not just the SB. The Knight uses an axe, so he's out. The Cleric likes to get into the action when done buffing, so he MIGHT throw a sunbolt, but is just as likely to draw his morning star. That leaves it up to the wizard who again, is a missile spell guy. So this leads to very slow combats that the players get tired of. Still, maybe a few more "slogs" is what it will take to get them to see that maybe diversity is a good thing (since my repeated telling them hasn't worked out so well). Quote:
Again, thanks for the advice everyone. I've got this thread open in one window and am working on my next dungeon in the other! |
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| dungeon fantasy |
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