Swashbuckler question
cbarchuk
Member Posts: 322
Getting ready to try a solo Swashbuckler run. I've been wanting to play one for a long time. That time has finally come! Two questions: I'm currently using Rogue Rebalancing Mod. To anyone that has used it extensively, is the RR version of the Swashbuckler better than the vanilla version in your opinion? 2nd, what's the best race? I was thinking elf. Would love some advice. Thanks.
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Comments
They replace the +1 THACO for every 5 levels with just letting the Swashbuckler use the Fighter's THACO table. For instance, this amounts to a huge +6 THACO boost for a level 21 Swashbuckler. (+6 is as big as the differential gets; by level 40 the "vanilla" Swashbuckler would only be 2 THACO behind the Rogue Rebalancing Swashbuckler.) This is good.
But for this they straight-out lose their kit damage bonus, which was the strongest selling point of the kit in the first place. And their improved THACO progression doesn't apply to ranged weapons, which makes them suddenly garbage outside of melee.
Rogue Rebalancing leaves the +AC bonus, which was the other main selling point of the kit, but it looks like it takes away Use Any Item, which means Swashbucklers will never get access to Full Plate, Large Shields, and Helmets. Without those the AC bonus becomes less useful, since AC is most valuable when you can stack it, and Swashbucklers can no longer stack it.
(I'm not 100% sure whether thieves lose UAI based on the readme; if they don't, then disregard that last point. Either way, the conclusion remains that I'd prefer a vanilla swashbuckler if given the choice.)
If you're not opposed, I'd also look into installing @subtledoctor's mod to give APR bonuses to all classes on weapon specialization, too. That way Swashbucklers can get up to 1.5 APR, (2.5 when dual-wielding, 3.5 with Belm). An extra half attack may not seem like much, but it's a pretty big deal on a class that's so attack-starved.
They are a class that is kind of about circumventing protections and restrictions in some ways afterall.
7-12 was about the range that most skilled (and possibly aging) Heroes were in or just above. The typical level range of experienced warior kings and Famous adventurers of that or the last particular generation who's names wouldn't necessarily survive the next generation.
I can tell you that 5e is balanced more towards the midlevels however. The lower levels aren't too unbalanced in most terms just from limited abilities. but high levels... balance is questionable.
AD&D used to give this ability to thieves at level 10 with some chance of failure that would reduce further each level-up. I would guess this was the thinking behind UMD in later editions.