is it just me or is this action card incredibly broken?
let me first make sure i am doing it correctly, it works as thus in my understanding:
red side: make attacks as normal and, as long as you hit, you can make an additional attack by adding one purple die
greed side: doesnt really matter for my issue as my player is never on that side, and it is limited to one extra attack anyway.
in our game right no we have a high elf that uses a longbow with four agility and agility favored with ballistics training.
all in all he rolls his four stat dice (usually about two or three red) a white die and a yellow die. with this setup he hits at least twice about 95% of the time and three times around 50% of the time and 4 times rarely. now if we say that he hits two and a half times on average this means, with converting the longbows pierce 1 into a dmg for simplicities sake, he is either hitting for 20 - 24 minus 2*soak or 30-36 minus 3*soak a turn. give a baddie 5 soak its 10-14 or 15-21 dmg in one go... pretty high in my estimations. we are still rank one, but soon to be rank two, and i can only see his two or three hits changing to three or four when he trains ballistics again, pushing it even higher (20-28 dmg in a turn after soak on a target with 5 soak).
in our party of four, the elf has single handedly killed more than twice the number of baddies than the other three players combined, maybe close to three times the number. this is making balancing fights very hard as the only way it is possible to even challenge them is to put out more and more "cannon fodder" to take shots. this is a risky situation though, if the elf were to go down then the rest of the group would most likely follow in short suit due to the number of baddies needed to be fielded to make sure that the fights last more than one or two rounds.
my largest concern with rapid fire is its seemingly aberrant nature compared to the rest of the attack cards. every other attack that i can recall has a maximum amount of damage that can be done in one go. no matter how many dice you roll with the basic melee strike card, you wont be able to do more than your str + dr of the wep + 2 if you roll three hammers. this seems to be the norm with all the other cards as well, while the potential damage goes up, it is still limited by some cap. rapid fire, on the other hand, has no cap. theoretically you could shoot 50 times and hit every single shot doing about 500 damage (far out there, i know, and extremely unlikely, but you get what im saying). as players grow stronger, for most of the game, the only way to increase damage is to elevate the appropriate stat, this becomes increasingly expensive (5xp for +1 dmg, then 6xp for +1 dmg, 7xp, 8xp, etc.) but with rapid shot, it seems that a specialization in longbows, training in ballistics skill, and favor for agility all add a much cheaper way to increase the damage by a lot more (1xp for ballistics training, should about negate one purple die thus adding an additional hit which is about +10dmg)
does anyone else have similar thoughts or a differing opinion on this card? i find myself at a loss on what to do about it. part of me wants to remove it from the game or place some restriction on how many times one can shoot when in aggressive stance, but the player that has it is extremely defensive and will cause a commotion if he perceives an attempted "nurf" of his character.