History GameBreaker / TabletopRPG

5th May '18 7:14:12 PM nombretomado
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* There is a 15th level Ranger power called "Blade Cascade," which allows multiple hits as long as the previous hit connects. This inspired game-breaking accuracy builds; one such ([[FistOfTheNorthStar Kenshiro]] "[[VerbalTic Ratata]]" Orcuslayer) could kill Orcus at level 15 as long as the player did not roll a 1 (which is an automatic failure) on the d20. Wizards of the Coast quickly issued an errata stating that the maximum number of hits on the power was 5 (1 per 1.25 seconds of the combat round).'

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* There is a 15th level Ranger power called "Blade Cascade," which allows multiple hits as long as the previous hit connects. This inspired game-breaking accuracy builds; one such ([[FistOfTheNorthStar ([[Manga/FistOfTheNorthStar Kenshiro]] "[[VerbalTic Ratata]]" Orcuslayer) could kill Orcus at level 15 as long as the player did not roll a 1 (which is an automatic failure) on the d20. Wizards of the Coast quickly issued an errata stating that the maximum number of hits on the power was 5 (1 per 1.25 seconds of the combat round).'
3rd Mar '18 9:55:24 AM Reymma
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** To make this one step worse, the "speed" armor enchantment permanently duplicated the haste spell and was cheap which wouldn't have been so bad except then the Arms and Equipment Guide established that armor enchantments could be added to bracers of armor which could be worn by characters who don't normally get to wear armor. Every mage in his right mind bought a pair as soon as he could afford them, as an item that grants +1 armor bonus, +4 dodge bonus, AND lets you cast twice as many spells per round without having to ever take the action to cast Haste is a steal at 16,000 gp.
* D&D 3.0's Harm, full stop. A no-save ''touch'' attack[[note]]which 98% of the time are nigh-impossible to miss with[[/note]] that leaves a target with ''1d4 hp''. What this evidently means is that the more hit points a target has, the more damage it's going to take.
** It did the same in prior editions: 3rd edition simply put in a HitPoints system that broke Harm completely compared to all the other damage spells. While the HitPoints of your average non-{{Mook}} increased about fourfold, all the damage spells did the same damage. Result: Fireballs and lightning bolts lost 3/4ths of their effectiveness, Harm lost none.

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** To make this one step worse, the "speed" armor enchantment permanently duplicated the haste spell and was cheap cheap, which wouldn't have been so bad bad, except then the Arms and Equipment Guide established that armor enchantments could be added to bracers of armor which could be worn by characters who don't normally get to wear armor. Every mage in his right mind bought a pair as soon as he could afford them, as an item that grants +1 armor bonus, +4 dodge bonus, AND lets you cast twice as many spells per round without having to ever take the action to cast Haste is a steal at 16,000 gp.
* D&D 3.0's Harm, full stop. A no-save ''touch'' attack[[note]]which 98% of the time are nigh-impossible to miss with[[/note]] that leaves a target with ''1d4 hp''. What this evidently means is that So the more hit points a target has, the more damage it's going to take.
** It
take. (It did the same in prior editions: earlier editions, but 3rd edition simply put in a HitPoints system that broke Harm completely compared to all the other damage spells. While increased the HitPoints of your average non-{{Mook}} increased most non-{{Mook}}s about fourfold, all the fourfold while keeping damage spells did the same damage. Result: Fireballs and lightning bolts lost 3/4ths of their effectiveness, same; so Harm lost none.became four times as effective as most other spells of its level.)



* A simple 3.5 spell which is not high level, does not appear exclusively in an obscure sourcebook (it's in the Player's Handbook), and doesn't require a cheesy combination to work is the level 3 Bard spell 'Glibness'. In a game system where +4 or +6 to a roll is considered a considerable bonus, Glibness gives '''''+30''''' to your bluff checks for its duration (10 minutes per caster level, a minimum duration of over an hour). The penalty to your Bluff skill check for telling a lie that is completely and utterly unbelievable ("I am the Moon.") is only +20 to the opposing Sense Motive check. With Glibness, you can quite easily convince a king that you and he were actually secretly swapped at birth and that by all rights he's sitting on ''your'' throne. This is the kind of simple, elegant spell that can make a GM go ''[[{{Angrish}} "What the ^%$##*@!^?!"]]''. Glibness' power was highlighted to great effect in an ''[[Webcomic/TheOrderOfTheStick Order of the Stick]]'' [[http://www.giantitp.com/comics/oots0767.html strip.]] Yeah, that describes it nicely. The intended balance is that Glibness ''only'' provides its bonus for the purpose of telling lies and not any of the Bluff skill's combat applications, but as has been shown, lying is quite broken enough by itself.

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* A simple 3.5 spell which is not high level, does not appear exclusively in an obscure sourcebook (it's in the Player's Handbook), and doesn't require a cheesy combination to work is the level 3 Bard spell 'Glibness'. In a game system where +4 or +6 to a roll is considered a considerable bonus, Glibness gives '''''+30''''' to your bluff checks for its duration (10 minutes per caster level, a minimum duration of over an hour). The penalty to your Bluff skill check for telling a lie that is completely and utterly unbelievable ("I am the Moon.") is only +20 to the opposing Sense Motive check. With Glibness, you can quite easily convince a king that you and he were actually secretly swapped at birth and that by all rights he's sitting on ''your'' throne. This is the kind of simple, elegant A single spell that can make a GM go ''[[{{Angrish}} "What the ^%$##*@!^?!"]]''.scream in fury. Glibness' power was highlighted to great effect in an ''[[Webcomic/TheOrderOfTheStick Order of the Stick]]'' [[http://www.giantitp.com/comics/oots0767.html strip.]] Yeah, that describes it nicely. The intended balance is that Glibness ''only'' provides its bonus for the purpose of telling lies and not any of the Bluff skill's combat applications, but as has been shown, lying is quite broken enough by itself.



** Of course, you have to have a common language (or other way to communicate) and the things trying to hurt you have to be smart enough to understand the concept of "friend" (and preferably not in a [[{{Yandere}} fundamentally]] [[PoisonousFriend unhelpful]] [[AndCallHimGeorge way]]), so it's not foolproof. Also, no facet of the Bluff skill ensures against the target changing their mind in the face of contrary evidence. A bluff is given no guarantee of lasting any longer than it might take to notice proof to the contrary (which, for a claim like "I am the moon", may be seconds at best) - "usually 1 round or less" is the most the rules afford.

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** Of course, you have to have a common language (or other way to communicate) and the things trying to hurt you have to be smart enough to understand the concept of "friend" (and preferably not in a [[{{Yandere}} fundamentally]] [[PoisonousFriend unhelpful]] an [[AndCallHimGeorge unhelpful way]]), so it's not foolproof. Also, no facet of the Bluff skill ensures against the target changing their mind in the face of contrary evidence. A bluff is given no guarantee of lasting any longer than it might take to notice proof to the contrary (which, for a claim like "I am the moon", may be seconds at best) - "usually 1 round or less" is the most the rules afford.



* Even sticking to core, Druids have powers (casting, wildshape and animal companion) that a single one of alone would be a competent character. [[http://www.giantitp.com/comics/oots0346.html They have special abilities that are more powerful than entire classes]].

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* Even sticking to core, Druids have powers (casting, wildshape and animal companion) that a single one of alone which would be make a competent character. [[http://www.giantitp.com/comics/oots0346.html They have special abilities that are more powerful than entire classes]].
3rd Mar '18 8:11:03 AM Reymma
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Just-as-stupid RPG ''TabletopGame/RacialHolyWar'' (yes, seriously) is [[GameBreakingBug broken]] anyway, but even if fearsome amounts of alcohol and inbreeding have convinced you to actually jury-rig the rules into a playable state, you'll still be left with the hideously broken Athlete player class. See, Athletes get an additional 10 hitpoints ''per level'', since the ability of an experienced athlete to ignore a chainsaw to the head or anti-tank weapon is well known.

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Just-as-stupid RPG ''TabletopGame/RacialHolyWar'' (yes, seriously) (it's as stupid as ''FATAL'') is [[GameBreakingBug broken]] an unfinished mess anyway, but even if fearsome amounts of alcohol and inbreeding have convinced you to actually jury-rig the rules into a playable state, you'll still be left with the hideously broken Athlete player class. See, Athletes get an additional 10 hitpoints ''per level'', since the ability of an experienced athlete to ignore a chainsaw to the head or anti-tank weapon is well known.
3rd Mar '18 8:08:42 AM Reymma
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Due to [[PointBuildSystem the very nature]] of TabletopGame/{{GURPS}}, it's relatively easy to land such combinations of advantages and skills, ''but'' it charges so many points that your character may end up a BunnyEarsLawyer to get there. Or never get there due to point limit. Said that, there are few relatively cheap tricks allowing to break the game without spending more than 30 points on them
* Any skills that is at least 17 (or 16 with related Talent advantage) can only fail when the player rolls 18 during 3d6 checks, which has 2.8% chance of happening. Since skills are related with level of specific statistic, and Easy skills don't get any penalty, it's ridiculosly easy to make a character with 13 baseline skill (from stats) and then spend 12 points on the related skill to reach the 17.
* First level of better appearance, Attractive, costs 4 points. It helps with pretty much ''all'' social skills and adds default +1 to reaction checks. While higher levels of better appearance cost a lot more points with almost purely roleplaying value, Attractive has too good to skip point-to-usefulness ratio for [[TheFace party's face]].

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Due to [[PointBuildSystem the very nature]] of TabletopGame/{{GURPS}}, it's relatively easy to land such combinations of advantages and skills, ''but'' it charges so many points that your character may end up a BunnyEarsLawyer to get there. Or never get there due to point limit. Said Having said that, there are few relatively cheap tricks allowing you to break the game without spending more than 30 points on them
them.
* Any skills skill that is at least 17 (or 16 with related Talent advantage) can only fail when the player rolls 18 during 3d6 checks, which has 2.8% chance of happening. Since skills are related with the level of specific statistic, and Easy skills don't get any penalty, it's ridiculosly ridiculously easy to make a character with 13 baseline skill (from stats) and then spend 12 points on the related skill to reach the 17.
* First level of better appearance, Attractive, costs 4 points. It helps with pretty much ''all'' social skills and adds default +1 to reaction checks. While higher levels of better appearance cost a lot more points with almost purely roleplaying value, Attractive has too good to skip point-to-usefulness ratio for [[TheFace the party's face]].



* Talent advantages, especially when custom-made. Most [=GMs=] simply don't allow making custom Talents due to their absurd potency, or ban any other than Minor version. Depending on tier, Talent adds +1 to up to 6, 12 or 18 skills covered by said talent, for the price of 5, 10 or 15 points. In all versions Talent also provides reaction bonus to other users of covered skills, so it's very easy to impress [=NPCs=] while simply performing routine tasks.

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* Talent advantages, especially when custom-made. Most [=GMs=] simply don't allow making custom Talents due to their absurd potency, or ban any other than Minor version. Depending on tier, Talent adds +1 to up to 6, 12 or 18 skills covered by said talent, for the price of 5, 10 or 15 points. In all versions Talent also provides reaction bonus bonuses to other users of covered skills, so it's very easy to impress [=NPCs=] while simply performing routine tasks.



''TabletopGame/{{Synnibar}}'', full stop. It is fairly reasonable for a party of five people with a decent starting sum and stats rolls to have every PC have 50,000 [[HitPoints Life Points]], shotguns loaded with [[ArmorPiercingAttack Lubricated Pelleum Steel]] slugs, and be able to attack three times per segment, twice.

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''TabletopGame/{{Synnibar}}'', full stop. It is The ridiculous design of ''Synnibar'' makes it fairly reasonable for a party of five people with a decent starting sum and stats rolls to have every PC have 50,000 [[HitPoints Life Points]], shotguns loaded with [[ArmorPiercingAttack Lubricated Pelleum Steel]] slugs, and be able to attack three times per segment, twice.



* [[FanNickname Bash & smash]], which is shield and single-handed weapon combo, can devastate anything human-sized, ''especially'' when humanoid. With perk allowing [[ShieldBash using shields as weapon]], combat manoeuvre granting a character two attacks per round and 4 (on a 0-5 scale) points in ''Armed combat'' skill, it's possible to conduct a deadly combo. First, attack with shield. Shields got a chance to knock enemy to the ground, while dealing the damage of standard weapons like swords, maces or axes. If the enemies are knocked down, their Defense is reduced to 1. This allows to effortlessly aim your second attack, this time with weapon, for the head. In normal situation, it would add 2 points to Hit Roll's difficulty and 1 for second attack in the same round, so combined with full Defence of enemy you would most likely miss or barely hit. But since knocked or unconscious enemies have Defence rating of 1, that gives a total of 4... and ''Armed combat'' required to even try two attacks per round is 4, so the final Defence of your enemy is ''0''. Yeah, that's right. Which means an automatic hit, even if you fail the Hit Roll. Attacks aimed for head have a damage multiplier, dealing twice as much damage and three times in case of critical hit. Summing the damage, you deal d6 + 2xStrength with shield, which is average, but your second, head-aimed attack, will deal at least 2d6 + 2x Strength + 3x Each Success. Why Each Success? Because every success in Hit Roll more than required to score a hit is translated into additional 3 points of damage. And since the difficulty of that roll was 0, ''all'' successes during Hit Roll are counted as additional. To put that all into perspective - typical humanoid enemy has about 23-26 HitPoints, while ending at 35 with maxed-out Constitution. And you can deal up to 35 damage with a character with ''average'' Stats, without critical hits or any elaborate tactics. More. Even if you fail to knock down your enemy, you still can deal quite a nice damage ''and'' since you are wielding a shield, [[LuckilyMyShieldWillProtectMe you can parry potential counter-attacks or attacks from allies of your target or at least reduce their damage]]. It's almost impossible to loose a fight with this.
* ''Shooting''. [[MundaneMadeAwesome Plain and boring shooting, without any tricks, perks or traits]]. Thanks to how defense against projectiles is counted, it's much easier to target specific body parts. In case of hand-to-hand and melee combat, both Agility and corresponding skill are counted into Defence: 1 point for each two of Agility and 1 for each point of given skill. Same goes with any form of magic, but Willpower is used instead of Agility. In case of projectiles, Defence is taken from Agility... and shields, if they are equipped. Which means that typical Defence against projectiles is 1 or 2. As noted above, skills lower Defence, so any amount of ''Shooting'' above 1 allows to automatically score a hit if no other factors than Defence are present. With higher skill (you can easily start with 3 or even 4, but that would be a CripplingOverspecialization) you can again go for head, ignore the penalty from such shot (after all, your enemy has low Defence) and get the damage multiplier. Aiming cost a single [[{{Mana}} Combat Point]], while most ''average'' character can't have less than 12. This gives poll large enough to use additional point to "charge" your attack - you can add that single point to any dice you wish, so it can prevent getting a CriticalFailure or turn any dice below 4 into success, meaning additional 3 points of damage (remember that again you don't require any successes at all). You can of course use more Points, but that would be simply wasteful. This allows to OneHitKill almost anything on your way, from safe distance to boot. When combined with compound bow or heavier types of crossbows, you can [[TheWorfEffect one-shot a dragon]] - compound bow can deal as much as 90 damage in certain circumstances (while it's listed as 2d6+5+Strength of damage, so it's 2d6+10 with maxed-out Strength), which is enough to kill most of creatures ''twice''. Remember dryads? This is ''exactly'' why they are so dangerous, because to top this all, they usually lay an ambush, meaning that for their first shot they have ''no'' difficulty for their shots and then it's still a measly 1 or 2 points of Defence for their enemies in further rounds and only if they somehow [[StealthExpert manage to spot dryads]].

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* [[FanNickname Bash & smash]], which is shield and single-handed weapon combo, can devastate anything human-sized, ''especially'' when humanoid. With a perk allowing [[ShieldBash using shields as weapon]], combat manoeuvre granting a character two attacks per round and 4 (on a 0-5 scale) points in ''Armed combat'' skill, it's possible to conduct a deadly combo. First, attack with shield. Shields got have a chance to knock the enemy to the ground, while dealing the damage of standard weapons like swords, maces or axes. If the enemies are weapon damage. Targets knocked down, down have their Defense is reduced to 1. This allows to effortlessly aim your an effortless second attack, this time attack with weapon, your weapon aiming for the head. In normal situation, it would add 2 points to Hit Roll's difficulty and 1 for the second attack in the same round, so combined with full Defence of the enemy you would most likely miss or barely hit. But since knocked or unconscious enemies have Defence rating of 1, that gives a total of 4... and ''Armed combat'' required to even try two attacks per round is 4, so the final Defence of your enemy is ''0''. Yeah, that's right. Which means an automatic hit, even if you fail the Hit Roll. Attacks aimed for head have a damage multiplier, dealing twice as much damage and three times in case of critical hit. Summing the damage, you deal d6 + 2xStrength with shield, which is average, but your second, head-aimed attack, will deal at least 2d6 + 2x Strength + 3x Each Success. Why Each Success? Because every success in Hit Roll more than required to score a hit is translated into additional 3 points of damage. And since the difficulty of that roll was 0, ''all'' successes during Hit Roll are counted as additional. To put that all into perspective - typical humanoid enemy has about 23-26 HitPoints, while ending at 35 with maxed-out Constitution. And you can deal up to 35 damage with a character with ''average'' Stats, without critical hits or any elaborate tactics. More. Even if you fail to knock down your enemy, you still can deal quite a nice damage ''and'' since you are wielding a shield, [[LuckilyMyShieldWillProtectMe you can parry potential counter-attacks or attacks from allies of your target or at least reduce their damage]]. It's almost impossible to loose a fight with this.
* ''Shooting''. [[MundaneMadeAwesome [[BoringButPractical Plain and boring shooting, without any tricks, perks or traits]]. Thanks to how defense against projectiles is counted, it's much easier to target specific body parts. In case of hand-to-hand and melee combat, both Agility and corresponding skill are counted into Defence: 1 point for each two of Agility and 1 for each point of given skill. Same goes with any form of magic, but Willpower is used instead of Agility. In case of projectiles, Defence is taken from Agility... and shields, if they are equipped. Which means that typical Defence against projectiles is 1 or 2. As noted above, skills lower Defence, so any amount of ''Shooting'' above 1 allows to automatically score a hit if no other factors than Defence are present. With higher skill (you can easily start with 3 or even 4, but that would be a CripplingOverspecialization) you can again go for head, ignore the penalty from such shot (after all, your enemy has low Defence) and get the damage multiplier. Aiming cost a single [[{{Mana}} Combat Point]], while most ''average'' character can't have less than 12. This gives poll large enough to use additional point to "charge" your attack - you can add that single point to any dice you wish, so it can prevent getting a CriticalFailure or turn any dice below 4 into success, meaning additional 3 points of damage (remember that again you don't require any successes at all). You can of course use more Points, but that would be simply wasteful. This allows to OneHitKill almost anything on your way, from safe distance to boot. When combined with compound bow or heavier types of crossbows, you can [[TheWorfEffect one-shot a dragon]] - compound bow can deal as much as 90 damage in certain circumstances (while it's listed as 2d6+5+Strength of damage, so it's 2d6+10 with maxed-out Strength), which is enough to kill most of creatures ''twice''. Remember dryads? This is ''exactly'' why they are so dangerous, because to top this all, they usually lay an ambush, meaning that for their first shot they have ''no'' difficulty for their shots and then it's still a measly 1 or 2 points of Defence for their enemies in further rounds and only if they somehow [[StealthExpert manage to spot dryads]].
25th Dec '17 7:30:28 PM Malady
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In ''TabletopGame/BlackCrusade'', players can start the game with items of certain rarity (each item has a rarity modified by craftmanship rating and quantity).You can abuse the system to for example start with 1 000 000 poorly trained slaves carrying shitty lasguns. The true gamebreaker comes from the fact that the Heretek class could start the game with 100 of the "mechanicus assimilation" cybernetic upgrades (Hereteks count the upgrade as being more common than other classes, so it only works for them). Said upgrade gives you the "machine" trait, or if you already have it, +1 to the trait and nowhere does it state that there is an upper limit on how many times you can take it. Each level of machine gives you +1 armour, so you can start the game with 100 armour. For comparison, SpaceMarine PoweredArmour has 8 armour (10 on the chestplate if it has the reinforced armour subsystem).

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* In ''TabletopGame/BlackCrusade'', players can start the game with items of certain rarity (each item has a rarity modified by craftmanship rating and quantity).You can abuse the system to for example start with 1 000 000 poorly trained slaves carrying shitty lasguns. The true gamebreaker comes from the fact that the Heretek class could start the game with 100 of the "mechanicus assimilation" cybernetic upgrades (Hereteks count the upgrade as being more common than other classes, so it only works for them). Said upgrade gives you the "machine" trait, or if you already have it, +1 to the trait and nowhere does it state that there is an upper limit on how many times you can take it. Each level of machine gives you +1 armour, so you can start the game with 100 armour. For comparison, SpaceMarine PoweredArmour has 8 armour (10 on the chestplate if it has the reinforced armour subsystem).



In ''TabletopGame/{{Deathwatch}}'', you have the Devastator (sometimes known as the Cheesetator) with a Heavy Bolter. Average BS of 50-60 means it hits with about 4-5 shots per turn. That means it rolls 15d10 in damage, and a single 10 on any of those means that it does the 'weapon's entire profile again'. Did I mention that a single average hit is ~23 damage, enough to reduce the average full-health human character to near crits? And that's not even going into the Techmarine, which can take the Breaching Auger very early. Said Auger does 4d10+3 damage. Factoring in a Marine's Strength Bonus, that's 4d10+13. ''It can be dual-wielded'', and has rules so it can NoSell armour (Pen 7 + Power Field, which means a 75% chance of destroying any weapon without a power field as well used to parry it). It rolls five dice (with Tearing), with a reroll for two damage dice, and ''any'' result of a 10 means it does its entire profile again. With this thing, a Techmarine can and will turn anything in front of him into fondue in a turn or two.

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* In ''TabletopGame/{{Deathwatch}}'', you have the Devastator (sometimes known as the Cheesetator) with a Heavy Bolter. Average BS of 50-60 means it hits with about 4-5 shots per turn. That means it rolls 15d10 in damage, and a single 10 on any of those means that it does the 'weapon's entire profile again'. Did I mention that a single average hit is ~23 damage, enough to reduce the average full-health human character to near crits? And that's not even going into the Techmarine, which can take the Breaching Auger very early. Said Auger does 4d10+3 damage. Factoring in a Marine's Strength Bonus, that's 4d10+13. ''It can be dual-wielded'', and has rules so it can NoSell armour (Pen 7 + Power Field, which means a 75% chance of destroying any weapon without a power field as well used to parry it). It rolls five dice (with Tearing), with a reroll for two damage dice, and ''any'' result of a 10 means it does its entire profile again. With this thing, a Techmarine can and will turn anything in front of him into fondue in a turn or two.
30th Nov '17 5:53:23 AM Patcher
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* The Druid spell ''Summon Woodland Creatures'' can be fairly broken in classic interpretation. It allows the Druid to summon a number of forest creatures with a fairly low CR limit, which seems OK.. except that one of those possible creatures is ''Pixies''. Pixies are fairly low-level fey with only 1 HP each that could blow away in a stiff breeze, and you get 8 of them.. but each of them comes with their own loadout of 1/day spells including Polymorph and Improved Invisibility, so 8 Pixies can polymorph your entire party into T-Rexes. Was later fixed by errata stating that the GM, not the player, should choose which specific woodland creatures appear - but this only moves the responsibility onto the GM to determine the usefulness of the spell.

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* The Druid spell ''Summon Woodland Creatures'' can be fairly broken in classic interpretation. It allows the Druid to summon a number of forest creatures with a fairly low CR limit, which seems OK.. except that one of those possible creatures is ''Pixies''. Pixies are fairly low-level fey with only 1 HP each that could blow away in a stiff breeze, and you get 8 of them..them... but each of them comes with their own loadout of 1/day spells including Polymorph and Improved Invisibility, so 8 Pixies can polymorph your entire party into T-Rexes. Was later fixed by errata stating that the GM, not the player, should choose which specific woodland creatures appear - but this only moves the responsibility onto the GM to determine the usefulness of the spell.
30th Nov '17 5:52:22 AM Patcher
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* Someone in the design team seems to really like Bards, because the Bard is seriously overpowered in 5th edition. For starters, Jack of All Trades now gives bonuses to skills you don't have rather than just negating penalties, this effectively means that there will never be a situation where the Bard cannot solve it with the direct approach. Though if THAT should fail then the Bard can just keep trying different appropriate skill checks until they find the one that works. Did we mention that this is an ability you get automatically? At level 2? While the lower dice bonus (half your proficiency bonus rather than full) seems like it might impede you it really doesn't: The bonus is so small at early levels you will only be at a 1 point loss or so. By the time the gap widens you've obtained more than enough power to make it a moot point. Especially since your spells now go up to level 9 (Apparently "Dabbling in magic" means a greater spell progression than the WARLOCK). While your spell list would be fine in of itself, the Bard also gets an insanely OP ability that lets them take spells from other classes spell lists, up to the maximum spell level you can use, regardless of what archetype you end up picking (Though the College of Knowledge does give it to you earlier). This even lets you pick spells from levels that the class would normally have to be epic level to reach (Such as level 8 or 9 Warlock spells). What should be the most all-rounder class in the game ends up being a specialist in almost every field except physical combat and even then you're not bad, just not great at it. Though the right cantrips also make this a moot point. [=CoDzilla=] may be dead, but now there's [=BoDzilla=]!

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* Someone in the design team seems to really like Bards, because the Bard is seriously overpowered in 5th edition. For starters, Jack of All Trades now gives bonuses to skills you don't have rather than just negating penalties, this effectively means that there will never be a situation where the Bard cannot solve it with the direct approach. Though if THAT ''that'' should fail then the Bard can just keep trying different appropriate skill checks until they find the one that works. Did we mention that this is an ability you get automatically? At level 2? While the lower dice bonus (half your proficiency bonus rather than full) seems like it might impede you it really doesn't: The bonus is so small at early levels you will only be at a 1 point loss or so. By the time the gap widens you've obtained more than enough power to make it a moot point. Especially since your spells now go up to level 9 (Apparently "Dabbling in magic" means a greater spell progression than the WARLOCK).''warlock''). While your spell list would be fine in of itself, the Bard also gets an insanely OP ability that lets them take spells from other classes spell lists, up to the maximum spell level you can use, regardless of what archetype you end up picking (Though the College of Knowledge does give it to you earlier). This even lets you pick spells from levels that the class would normally have to be epic level to reach (Such as level 8 or 9 Warlock spells). What should be the most all-rounder class in the game ends up being a specialist in almost every field except physical combat and even then you're not bad, just not great at it. Though the right cantrips also make this a moot point. [=CoDzilla=] may be dead, but now there's [=BoDzilla=]!
30th Nov '17 5:50:35 AM Patcher
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The 5th Edition of D&D tried to avoid game breakers by limiting the ability of powers to combine together, but it still has some problem. For example, the power of a Warlock's Eldritch Blast scales up with ''character'' level, not Warlock level. It's a cantrip which is unlocked at 1st level for Warlock meaning that every character benefits from being a Warlock for a single level.

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The 5th Edition of D&D tried to avoid game breakers by limiting the ability of powers to combine together, but it still has some problem.problems. For example, the power of a Warlock's Eldritch Blast scales up with ''character'' level, not Warlock level. It's a cantrip which is unlocked at 1st level for Warlock meaning that every character benefits from being a Warlock for a single level.



** Simulacrums copy all features from the creature they clone, including spells. Sure they're fragile, can't heal, and can't restore their spells, but this is still essentially an automated set of spell-scroll and a concentration-spell sink any way you look at it. And this doesn't even mitigate recharging any other limited-use abilities (ie. Figther's Action Surge).

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** Simulacrums copy all features from the creature they clone, including spells. Sure they're fragile, can't heal, and can't restore their spells, but this is still essentially an automated set of spell-scroll and a concentration-spell sink any way you look at it. And this doesn't even mitigate recharging any other limited-use abilities (ie. Figther's (i.e. Fighter's Action Surge).
5th Nov '17 10:25:12 AM armogohma
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Added DiffLines:

* This is actually pointed out in the books themselves. Any power or advantage with a Stop Sign next to it, like Resurrection, [[IntangibleMan Desolidification]], or Transforming a foe [[BalefulPolymorph into anything]] [[ReforgedIntoAMinion you want]], require explicit permission from the GM to take due to their potential to [[StoryBreakerPower derail the GM's story or plans.]]
* Oddly enough, the Damage Over Time is only labeled as a Caution Sign Power. It's entirely possible to create a power that does 1d6 damage 256 times (subtracting the target's defense only once) and still come in significantly under 60 points (out of 400). And since it only increases the power's active cost, not its base cost, further advantages are costed relative to the base power's 5 points, (and not the power's 1,280 points worth of damage) allowing you to add Personal Immunity, Area of Effect, and Megascale (the ability to cover, let's say, the entire planet) and still come in at 59 points. Have fun killing everything on Earth in under 10 minutes.
1st Nov '17 8:01:31 PM Specialist290
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** Of course, this kind of exploit is also easily patched out, in the form of the same GM telling you to cut it out. Among [[RocksFallEveryoneDies other solutions if you push it too much]]. Or, for a [=GM=] with a lighter hand, just recommend SchmuckBait. Arguably, though, since the game ends if the player continues to defy the rules, this is not actually a patch - just not playing the broken game.

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** Of course, this kind of exploit is also easily patched out, in the form of the same GM telling you to cut it out. Among [[RocksFallEveryoneDies other solutions if you push it too much]]. Or, for a [=GM=] with a lighter hand, just recommend SchmuckBait. [[RuleZero Or they just say "No."]] Arguably, though, since the game ends if the player continues to defy the rules, this is not actually a patch - just not playing the broken game.
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