I've got a player in my ongoing FS2-based campaign who is playing a Thief, who has picked up a couple of Advances from the Path of the Banisher. Specifically, Blunt The Crane's Beak and Stave Off Monkey.
Both of these are attack-nerfers - the first reducing damage on an ally by 5 points (meaning only a really serious hit is going to have any effect once Toughness is deducted), and the other completely nullifying any successful attack upon him.
The problem is that, rules-as-written, as both of these are Interrupts (1 shot for the first, 5 for the second), there is nothing to stop the character using them every time he or an ally is hit, effectively making himself invulnerable, and his allies almost so. The fact that he ends up using all his shots to do so doesn't stop him building up yet more 'interrupt debt'. (And, if he does have any shots in a fight, he uses them to provide Defensive Boosts.)
The end result is that fights are now tending to drag on, as the opponents can't take him down, and have a very hard time damaging his allies, and those allies just slowly wear down the opponents.
I know one solution is to have some kind of ticking clock which means they need to resolve the fight quickly, but it seems artificial to have one in every fight scene.
Has anyone else encountered this, and do you have any other suggestions for dealing with this?