I have been in the following situation as a player in the past and now as a GM I have a player facing the same problem:
The Character in question is using a weapon with a relatively high WGS of 12. The other characters (4-6) go up to 9, most around 8. Enemies go up to 10 at most.
Because of that each attack costs them more Ticks than the other players, so compared to other Characters this player gets to act less often the longer the fight goes. Between each attack the Character has to occasionally defend themself consuming even more ticks before they can act.
When the are finally able to attack (given they score a hit), even small enemies (think ratlings) survive by a few HP. One-Hit-KOs are rare.
Now the player is bugged out because their actions do not feel satisfying. They get to act after long waiting times and the result does not feel appropriately rewarding. Missing a hit is extremely frustrating. Enemies surviving the hit by just a bit require another attack with long waiting time or an allay, who gets to take the glory.
Seeing everyone acting about twice, before you can do anything (other than defending), kills any feeling of meaningful participation for them.
What can we (the player or me the GM) do, to make combat for this Character feel more rewarding?
Further problems we see/feel:
- Calling maneuvers ist even more risky: Handicapping your rare chance to strike increases the number of turns "wasted" by missing the enemy. Maneuvers halving damage impact large slow weapons even more than other wepaons.
- Performing opportunity attacks: Due to the high WGS you will be ahead 30 Ticks very fast, taking away the ability for any reaction, rendering the Character vulnerable.
Options we tried or thought about:
- Using magic in combat: The Character in question does not use a lot of magic and has not invested much in this direction so far.
- Using even more Ticks to seek a gap: It's 6 Ticks for +3 on their attack roll. It seems to be better for enemies with exceptionally high defence. Goes for all characters anyway.
- Doing other things in combat: The player wants to actively participate not be "just suppoorting". Making a character not use his mighty twohanded weapon and instead distracting enemies also feels really bad.
- Letting the player help the GM in managing: Works sometimes, but if the player gets to act, the GM or another player has to pick up that managing job again, distracting the flow.
- Lowering the weapons WGS by magic or crafting: It is expensive and other player can do the same, shifting the problem but not solving it.
- Speeding up combat: As a GM I already try to take the enemies turns as fast as possible because combat is just time consuming. Making the other players rush their turns does not go down well with anyone.
Answers should be based on experience with Splittermond.
Solutions using the the rules (did we miss something?) or altering handling at the table (other than just letting them help manage; we tried) are equally welcome.
Changing Character/used Weapon is not a preferred solution.