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[[folder: The Witcher Role-Playing Game]]
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Pretty much any of the Master-Level spells are stated to be army-killers, and can allow a high-level Mage to easily solo a squad of enemies.
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* Pretty much any of the Master-Level spells are stated to be army-killers, and can allow a high-level Mage to easily solo a squad of enemies.
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The ''TabletopGame/TheWitcherRolePlayingGame'' has is a world of deadly peril where AnyoneCanDie. Nonetheless, there are a few ways to tip the odds maybe a bit too far in your favor.
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The ''TabletopGame/TheWitcherRolePlayingGame'' has is a world of deadly peril where AnyoneCanDie. Nonetheless, there are a few ways to tip the odds maybe a bit too far in your favor.
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[[folder: The Witcher Role-Playing Game]]
The ''TabletopGame/TheWitcherRolePlayingGame'' has is a world of deadly peril where AnyoneCanDie. Nonetheless, there are a few ways to tip the odds maybe a bit too far in your favor.
* Witchers themselves are a case of PurposefullyOverpowered, considering they are gamebreaking in lore as well. They are definitively the strongest class at chargen. Being capable of adeptly using both combat and magic, as well as having natural boosts in their stats and lifepath options for boosting those even further. And in case they needed more power, a supplement was added which allowed Witchers to start with special armor from their school which came with a special ability to push them even further. A combat-optimized Witcher at chargen is capable of soloing some of the game's Medium difficulty monsters.
* Teleportation/Standing Portal: While not something that will clear the field of enemies, it will make your mage nearly unkillable considering that at a moment of peril, they can instantly zip over to literally the other side of the Continent. And once they've achieved Standing Portal, any difficulties regarding travel (a significant part of the setting) become a non-factor.
Pretty much any of the Master-Level spells are stated to be army-killers, and can allow a high-level Mage to easily solo a squad of enemies.
[[/folder]]
The ''TabletopGame/TheWitcherRolePlayingGame'' has is a world of deadly peril where AnyoneCanDie. Nonetheless, there are a few ways to tip the odds maybe a bit too far in your favor.
* Witchers themselves are a case of PurposefullyOverpowered, considering they are gamebreaking in lore as well. They are definitively the strongest class at chargen. Being capable of adeptly using both combat and magic, as well as having natural boosts in their stats and lifepath options for boosting those even further. And in case they needed more power, a supplement was added which allowed Witchers to start with special armor from their school which came with a special ability to push them even further. A combat-optimized Witcher at chargen is capable of soloing some of the game's Medium difficulty monsters.
* Teleportation/Standing Portal: While not something that will clear the field of enemies, it will make your mage nearly unkillable considering that at a moment of peril, they can instantly zip over to literally the other side of the Continent. And once they've achieved Standing Portal, any difficulties regarding travel (a significant part of the setting) become a non-factor.
Pretty much any of the Master-Level spells are stated to be army-killers, and can allow a high-level Mage to easily solo a squad of enemies.
[[/folder]]
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* Any tabletop RPG that allows "[[PointBuildSystem point-buy]]" character design is vulnerable to GameBreaker characters. The [[GreenLanternRing Variable Power Pool]] ability in ''TabletopGame/HEROSystem'' is particularly infamous.
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* Any tabletop RPG that allows "[[PointBuildSystem point-buy]]" character design is vulnerable to GameBreaker characters. The [[GreenLanternRing Variable Power Pool]] Pool ability in ''TabletopGame/HEROSystem'' is particularly infamous.
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* ''GameBreaker/HollowEarthExpedition''
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* Post-2.5, anything that says "that do not count as dice added by Charms" has a huge sticker reading BE CAREFUL WITH THIS on it. Also, anything intended for Essence 6+ was skipped entirely for the errata, since it was already a Herculean task[[note]]appropriately enough, given Exalted's classical-mythology trappings[[/note]], meaning that post Essence 6 things are still horribly broken. Naturally, almost everything that involves the Sidereal Martial Arts is post-E6.
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* Post-2.5, anything that says "that do not count as dice added by Charms" has a huge sticker reading BE CAREFUL WITH THIS on it. Also, anything intended for Essence 6+ was skipped entirely for the errata, since it was already a task as Herculean task[[note]]appropriately enough, given Exalted's classical-mythology trappings[[/note]], as the mythologies it draws from, meaning that post Essence 6 things are still horribly broken. Naturally, almost everything that involves the Sidereal Martial Arts is post-E6.
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Hope this is clearer.
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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 ([[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).'
to:
* There is a 15th level Ranger power called "Blade Cascade," which allows multiple hits as long as would allow attacks in the previous hit connects. same round to continue indefinitely until one failed to hit. This inspired game-breaking accuracy builds; one such ([[Manga/FistOfTheNorthStar Kenshiro]] "[[VerbalTic Ratata]]" Orcuslayer) could kill Orcus at level 15 could kill any enemy he was in melee range of, 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 capping Blade Cascade at 5 (1 per 1.25 seconds of the combat round).'hits.
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Bypass redirect
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* ''TabletopGame/{{FATE}}'' is notorious for having problems with the wording of aspects. In particular, skills such as the ability to foresee the future can potentially declare aspects like "We Are Going To Win This Fight" which can then give a bonus to anything in it, or even argued to be automatically true in versions that maintain this rule. Given that it is a system which sparked lengthy forum threads over how to handle aspects like "Dark" and "On Fire", this is perhaps expected.
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* ''TabletopGame/{{FATE}}'' ''UsefulNotes/{{FATE}}'' is notorious for having problems with the wording of aspects. In particular, skills such as the ability to foresee the future can potentially declare aspects like "We Are Going To Win This Fight" which can then give a bonus to anything in it, or even argued to be automatically true in versions that maintain this rule. Given that it is a system which sparked lengthy forum threads over how to handle aspects like "Dark" and "On Fire", this is perhaps expected.
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!! Games with their own pages
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[[WMG:'''Tabletop RPG in general:''']]
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[[WMG:'''Game-specific:''']]
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Baleful Polymorph is no longer a trope
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* 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.]]
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* 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 [[ForcedTransformation 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.]]
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* In 1st edition FATAL, when you grappled an enemy, you were asked to roll for the "grapple position" you achieved. One of the options was.. ugh.. "rape". If that wasn't bad enough, this is a game which actually has stats for penis size and vaginal/anal circumference. If one will not fit inside the other, the target takes damage equal to the proportional difference as a proportion of their hit points. This means that playing a race with a large penis and going for grapples to "accidentally" rape enemies to death is much better than attacking normally. OrSoIHeard.
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* In 1st the first edition FATAL, of ''FATAL'', when you grappled an enemy, you were asked to roll for the "grapple position" you achieved. One of the options was.. ugh.. "rape". If that wasn't bad enough, this is a game which actually has stats for penis size and vaginal/anal circumference. If one will not fit inside the other, the target takes damage equal to the proportional difference as a proportion of their hit points. This means that playing a race with a large penis and going for grapples to "accidentally" rape enemies to death is much better than attacking normally. OrSoIHeard.
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** In ''TabletopGame/{{GURPS}}'' someone built an advantage named [[http://forums.sjgames.com/showpost.php?p=239055&postcount=216 M.U.N.C.H.K.I.N.]] that allows you to ''disintegrate the entire universe'' [[note]]Actually, 10 gigaparsecs is only the size of the ''observable'' universe; the real universe is probably much larger, or could even be smaller if it is finite but unbounded[[/note]]. for 53 points in a game where a "career adventurer" is expected to start at 200 points.[[note]]While there certainly are powerful abilities that can be built for cheap in GURPS, it should be noted that this example is not actually rules-legal. It relies on a combination of modifiers that are not compatible.[[/note]]
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** In ''TabletopGame/{{GURPS}}'' someone built an advantage named [[http://forums.sjgames.com/showpost.php?p=239055&postcount=216 M.U.N.C.H.K.I.N.]] that allows you to ''disintegrate the entire universe'' [[note]]Actually, 10 gigaparsecs is only the size of the ''observable'' universe; the real universe is probably much larger, or could even be smaller if it is finite but unbounded[[/note]]. unbounded.[[/note]] for 53 points in a game where a "career adventurer" is expected to start at 200 points.[[note]]While there certainly are powerful abilities that can be built for cheap in GURPS, it should be noted that this example is not actually rules-legal. It relies on a combination of modifiers that are not compatible.[[/note]]
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** In ''TabletopGame/{{GURPS}}'' someone built an advantage named [[http://forums.sjgames.com/showpost.php?p=239055&postcount=216 M.U.N.C.H.K.I.N.]] that allows you to ''disintegrate the entire universe'' for 53 points in a game where a "career adventurer" is expected to start at 200 points.[[note]]While there certainly are powerful abilities that can be built for cheap in GURPS, it should be noted that this example is not actually rules-legal. It relies on a combination of modifiers that are not compatible.[[/note]]
--> "It's a cosmic attack, literally. Pulses of cosmic energy that radiate from the attacker (reaching 74 gigaparsecs in a flat second) burn out the neural system of living beings in the affected area, and remember that even the edge of our universe is "merely" about 10 gigaparsecs away from Earth[[note]]Actually, that is only the size of the ''observable'' universe; the real universe is probably much larger, or could even be smaller if it is finite but unbounded[[/note]]. Also note that an Area Effect attack with Emanation involves no to-hit roll and simply affects anyone in the area. Furthermore, it allows victims only to dive for cover, and actually there's no effective cover since this Cosmic, Irresistible attack ignores DR. In conclusion, the user can attack every living thing in our entire universe, with 1 point of damage, 300 times per second. Have fun. 53 points."
--> "It's a cosmic attack, literally. Pulses of cosmic energy that radiate from the attacker (reaching 74 gigaparsecs in a flat second) burn out the neural system of living beings in the affected area, and remember that even the edge of our universe is "merely" about 10 gigaparsecs away from Earth[[note]]Actually, that is only the size of the ''observable'' universe; the real universe is probably much larger, or could even be smaller if it is finite but unbounded[[/note]]. Also note that an Area Effect attack with Emanation involves no to-hit roll and simply affects anyone in the area. Furthermore, it allows victims only to dive for cover, and actually there's no effective cover since this Cosmic, Irresistible attack ignores DR. In conclusion, the user can attack every living thing in our entire universe, with 1 point of damage, 300 times per second. Have fun. 53 points."
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** In ''TabletopGame/{{GURPS}}'' someone built an advantage named [[http://forums.sjgames.com/showpost.php?p=239055&postcount=216 M.U.N.C.H.K.I.N.]] that allows you to ''disintegrate the entire universe'' [[note]]Actually, 10 gigaparsecs is only the size of the ''observable'' universe; the real universe is probably much larger, or could even be smaller if it is finite but unbounded[[/note]]. for 53 points in a game where a "career adventurer" is expected to start at 200 points.[[note]]While there certainly are powerful abilities that can be built for cheap in GURPS, it should be noted that this example is not actually rules-legal. It relies on a combination of modifiers that are not compatible.[[/note]]
--> "It's a cosmic attack, literally. Pulses of cosmic energy that radiate from the attacker (reaching 74 gigaparsecs in a flat second) burn out the neural system of living beings in the affected area, and remember that even the edge of our universe is "merely" about 10 gigaparsecs away fromEarth[[note]]Actually, that is only the size of the ''observable'' universe; the real universe is probably much larger, or could even be smaller if it is finite but unbounded[[/note]].Earth. Also note that an Area Effect attack with Emanation involves no to-hit roll and simply affects anyone in the area. Furthermore, it allows victims only to dive for cover, and actually there's no effective cover since this Cosmic, Irresistible attack ignores DR. In conclusion, the user can attack every living thing in our entire universe, with 1 point of damage, 300 times per second. Have fun. 53 points."
--> "It's a cosmic attack, literally. Pulses of cosmic energy that radiate from the attacker (reaching 74 gigaparsecs in a flat second) burn out the neural system of living beings in the affected area, and remember that even the edge of our universe is "merely" about 10 gigaparsecs away from
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--> "It's a cosmic attack, literally. Pulses of cosmic energy that radiate from the attacker (reaching 74 gigaparsecs in a flat second) burn out the neural system of living beings in the affected area, and remember that even the edge of our universe is "merely" about 10 gigaparsecs away from Earth. Also note that an Area Effect attack with Emanation involves no to-hit roll and simply affects anyone in the area. Furthermore, it allows victims only to dive for cover, and actually there's no effective cover since this Cosmic, Irresistible attack ignores DR. In conclusion, the user can attack every living thing in our entire universe, with 1 point of damage, 300 times per second. Have fun. 53 points."
to:
--> "It's a cosmic attack, literally. Pulses of cosmic energy that radiate from the attacker (reaching 74 gigaparsecs in a flat second) burn out the neural system of living beings in the affected area, and remember that even the edge of our universe is "merely" about 10 gigaparsecs away from Earth.Earth[[note]]Actually, that is only the size of the ''observable'' universe; the real universe is probably much larger, or could even be smaller if it is finite but unbounded[[/note]]. Also note that an Area Effect attack with Emanation involves no to-hit roll and simply affects anyone in the area. Furthermore, it allows victims only to dive for cover, and actually there's no effective cover since this Cosmic, Irresistible attack ignores DR. In conclusion, the user can attack every living thing in our entire universe, with 1 point of damage, 300 times per second. Have fun. 53 points."
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[[folder: Dungeons & Dragons 4th Edition]]
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* A player created breaker was Soul Surgeon, a character with the worst possible version of the Desolid power. His power turned him desolid, but left his body behind and vulnerable and gave him little power to affect anything while desolid. Oh, and he added the ''Usable On Others'' advantage. So any enemy he meets, he tears them out of their own body, then beats them unconscious while they're helpless.
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* A player created breaker was Soul Surgeon, a character with the worst possible version of the Desolid power. His power turned him desolid, but left his body behind and vulnerable and gave him little power to affect anything while desolid. Oh, and desolid, similar to AstralProjection. Except that he also added the ''Usable On Others'' advantage. So any enemy he meets, met, he tears tore them out of their own body, then beats beat them unconscious while they're they were helpless.
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[[foldercontrol]]
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* ''GameBreaker/DungeonsAndDragons''
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* ''GameBreaker/DungeonsAndDragons''''GameBreaker/DungeonsAndDragonsThirdEdition''
* ''GameBreaker/DungeonsAndDragonsFifthEdition''
* ''GameBreaker/DungeonsAndDragonsFifthEdition''
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[[folder:Eon]]
In ''TabletopGame/{{Eon}}'', you can create an extremely lethal fire spell that makes any one target within 30 meters burst into flame and keep burning for 1 minute, dealing constant damage to everything within 1 meter radius (which means basically the victims entire body). It's a 3rd level spell, but it deals more damage than your standard 5th level spell (and in this game, that's a pretty big leap in difficulty to pull of). So what does it take to craft this spell? A decent score in fire/heat/chaos magic, an average score in the skill Transform Magic, and two different magical effects. And if you up the level of the spell by a tidbit and add a certain third effect, the fireball doesn't go out until the caster says so.
* On the other hand, it does have one weakness. Casting the spell requires five rolls on three different skills, and failing any of those rolls means the spell goes of in its unfinished state and the caster has to start over. Of course, this means that if the caster fails on any of the last two roll, the fireball will manifest directly in the palm of the caster. And when a fire with a 1 meter radius manifests with its center right in your hand, yeah you can guess the consequences.
In ''TabletopGame/{{Eon}}'', you can create an extremely lethal fire spell that makes any one target within 30 meters burst into flame and keep burning for 1 minute, dealing constant damage to everything within 1 meter radius (which means basically the victims entire body). It's a 3rd level spell, but it deals more damage than your standard 5th level spell (and in this game, that's a pretty big leap in difficulty to pull of). So what does it take to craft this spell? A decent score in fire/heat/chaos magic, an average score in the skill Transform Magic, and two different magical effects. And if you up the level of the spell by a tidbit and add a certain third effect, the fireball doesn't go out until the caster says so.
* On the other hand, it does have one weakness. Casting the spell requires five rolls on three different skills, and failing any of those rolls means the spell goes of in its unfinished state and the caster has to start over. Of course, this means that if the caster fails on any of the last two roll, the fireball will manifest directly in the palm of the caster. And when a fire with a 1 meter radius manifests with its center right in your hand, yeah you can guess the consequences.
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In ''TabletopGame/{{Eon}}'',
* D&D 2nd Edition Skills and Powers had a mage variant called Channeler, which effectively combined mage and sorcerer (you could learn as many spells as you
* In the
* If a
* On the other hand, it does have one weakness. Casting the spell requires five rolls on three different skills,
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[[folder: Dungeons & Dragons 4th Edition]]
* 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 ([[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).'
* Sleep is a first level Daily spell that knocks people out, making them vulnerable to continuous CoupDeGrace attacks. You can use Salves of Power, (which cost 5000 GP and a Healing Surge) to regain this power. And until recently, getting a -16 continuous penalty to saves was quite easy (now it's basically impossible, although you can still get a fairly high penalty to saving throws for one or two rounds).
* There is a first level cleric daily power called "Moment Of Glory" which gives the entire group resistance 5 to all damage, meaning most level 1 enemies can barely even hurt them, and lasts till the end of the encounter to boot. It's not quite the "I win" power it starts out as after level 5 or so, but by that point the cleric will have access to new daily powers.
[[/folder]]
[[folder:Eon]]
In ''TabletopGame/{{Eon}}'', you can create an extremely lethal fire spell that makes any one target within 30 meters burst into flame and keep burning for 1 minute, dealing constant damage to everything within 1 meter radius (which means basically the victims entire body). It's a 3rd level spell, but it deals more damage than your standard 5th level spell (and in this game, that's a pretty big leap in difficulty to pull of). So what does it take to craft this spell? A decent score in fire/heat/chaos magic, an average score in the skill Transform Magic, and two different magical effects. And if you up the level of the spell by a tidbit and add a certain third effect, the fireball doesn't go out until the caster says so.
* On the other hand, it does have one weakness. Casting the spell requires five rolls on three different skills, and failing any of those rolls means the spell goes of in its unfinished state and the caster has to start over. Of course, this means that if the caster fails on any of the last two roll, the fireball will manifest directly in the palm of the caster. And when a fire with a 1 meter radius manifests with its center right in your hand, yeah you can guess the consequences.
[[/folder]]
* 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 ([[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).'
* Sleep is a first level Daily spell that knocks people out, making them vulnerable to continuous CoupDeGrace attacks. You can use Salves of Power, (which cost 5000 GP and a Healing Surge) to regain this power. And until recently, getting a -16 continuous penalty to saves was quite easy (now it's basically impossible, although you can still get a fairly high penalty to saving throws for one or two rounds).
* There is a first level cleric daily power called "Moment Of Glory" which gives the entire group resistance 5 to all damage, meaning most level 1 enemies can barely even hurt them, and lasts till the end of the encounter to boot. It's not quite the "I win" power it starts out as after level 5 or so, but by that point the cleric will have access to new daily powers.
[[/folder]]
[[folder:Eon]]
In ''TabletopGame/{{Eon}}'', you can create an extremely lethal fire spell that makes any one target within 30 meters burst into flame and keep burning for 1 minute, dealing constant damage to everything within 1 meter radius (which means basically the victims entire body). It's a 3rd level spell, but it deals more damage than your standard 5th level spell (and in this game, that's a pretty big leap in difficulty to pull of). So what does it take to craft this spell? A decent score in fire/heat/chaos magic, an average score in the skill Transform Magic, and two different magical effects. And if you up the level of the spell by a tidbit and add a certain third effect, the fireball doesn't go out until the caster says so.
* On the other hand, it does have one weakness. Casting the spell requires five rolls on three different skills, and failing any of those rolls means the spell goes of in its unfinished state and the caster has to start over. Of course, this means that if the caster fails on any of the last two roll, the fireball will manifest directly in the palm of the caster. And when a fire with a 1 meter radius manifests with its center right in your hand, yeah you can guess the consequences.
[[/folder]]
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* ''GameBreaker/{{Warhammer}}''
* ''GameBreaker/Warhammer40000''
* ''GameBreaker/Warhammer40000''
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Second Edition ''TabletopGame/{{Exalted}}'': In a game where defense has primacy, Obsidian Shards of Infinity Form has two scene-length perfect defense charms, one of which allows you to perfectly redirect any attack aimed at you. It lets you make and control a perfect clone of your opponent who is linked to the clonee, and command it to kill itself, knocking the opponent out. A charm to make all of these cost zero essence. These charms are almost impossible to counter, and the chance of someone having IC knowledge of them is low.
* And then there's the combination of Grandmother Spider Mastery and anything that enhances perception. Grandmother Spider Mastery allows the Exalted to attack everything that he or she can see in a single action. There are charms that allow an Exalted to see everything in several hundred miles, or even everywhere in Creation. Pattern Spider Touch turns a single action attack into a move that either utterly destroys or transforms its target. The natural result of this has been nicknamed Creation-Slaying Oblivion Kick. It does, however, require Essence 7 and a cooperative Sidereal Martial Arts master, at which point killing everything everywhere isn't that far from the norm.
** Actually, this can be obtained much earlier using a combination of Mentor 5, Divine Transcendence of Martial Arts, and Glory to the Most High (Basically, you can have the Master Lupo or Aesha Ura as a mentor, and you count as having 2 more points of Essence than you actually have). Granted, this is an expensive build to make, but it's still a mass destruction charm combo obtained several hundred years before you should be able to use it. Of course, mentors are still fully-fledged {{Non Player Character}}s, not omnipotent Charm-dispensing vending machines, so whether they are willing to teach you the exact Charms required - or whether they necessarily even know all of them - is a matter of role-playing and the decisions of the Storyteller.
* And then there's the combination of Grandmother Spider Mastery and anything that enhances perception. Grandmother Spider Mastery allows the Exalted to attack everything that he or she can see in a single action. There are charms that allow an Exalted to see everything in several hundred miles, or even everywhere in Creation. Pattern Spider Touch turns a single action attack into a move that either utterly destroys or transforms its target. The natural result of this has been nicknamed Creation-Slaying Oblivion Kick. It does, however, require Essence 7 and a cooperative Sidereal Martial Arts master, at which point killing everything everywhere isn't that far from the norm.
** Actually, this can be obtained much earlier using a combination of Mentor 5, Divine Transcendence of Martial Arts, and Glory to the Most High (Basically, you can have the Master Lupo or Aesha Ura as a mentor, and you count as having 2 more points of Essence than you actually have). Granted, this is an expensive build to make, but it's still a mass destruction charm combo obtained several hundred years before you should be able to use it. Of course, mentors are still fully-fledged {{Non Player Character}}s, not omnipotent Charm-dispensing vending machines, so whether they are willing to teach you the exact Charms required - or whether they necessarily even know all of them - is a matter of role-playing and the decisions of the Storyteller.
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* In the Second Edition ''TabletopGame/{{Exalted}}'': Edition, entire combat system was built upon two opposing gamebreakers.
** First is incredibly deadly multiattacks. It is all too easy and cheap to negate penalties for flurrying, and boost up damage past regular armor. As a result at least one of the attacks would likely hit and subsequently obliterate the target. Developers spotted the problem in beta and created a patch in the form of...
** Perfect Defenses. Cheap charms that block an attack, no matter what, no questions asked. When faced with powerful enough opponents, they were the only thing that could endure attack combos, thus becoming a necessity for everybody.
** The combination resulted in RocketTagGameplay, carefully measuring amounts of Essence spent on attacks and defenses for whoever runs out first, dies.
** The 2.5 Errata significantly increased costs of both flurries and Perfect Defenses, trying to force players into using less deadly attacks that would be countered with less ultimate blocks.
* In addition to brokenness of base level play, pretty much anything from 5+ Essence tier was accepted as utterly ridiculous. One of the most stellar examples of such power is Sidereal Martial Arts:
** In a game where defense has primacy, Obsidian Shards of Infinity Form has two scene-length perfect defense charms, one of which allows you to perfectly redirect any attack aimed at you. It lets you make and control a perfect clone of your opponent who is linked to the clonee, and command it to kill itself, knocking the opponent out. A charm to make all of these cost zero essence. These charms are almost impossible to counter, and the chance of someone having IC knowledge of them is low.
* ** And then there's the combination of Grandmother Spider Mastery and anything that enhances perception. Grandmother Spider Mastery allows the Exalted to attack everything that he or she can see in a single action. There are charms that allow an Exalted to see everything in several hundred miles, or even everywhere in Creation. Pattern Spider Touch turns a single action attack into a move that either utterly destroys or transforms its target. The natural result of this has been nicknamed Creation-Slaying Oblivion Kick. It does, however, require Essence 7 and a cooperative Sidereal Martial Arts master, at which point killing everything everywhere isn't that far from the norm.
** Actually, this can be obtained much earlier using a combination of Mentor 5, Divine Transcendence of Martial Arts, and Glory to the Most High (Basically, you can have the Master Lupo or Aesha Ura as a mentor, and you count as having 2 more points of Essence than you actually have). Granted, this is an expensive build to make, but it's still a mass destruction charm combo obtained several hundred years before you should be able to use it. Of course, mentors are still fully-fledged {{Non Player Character}}s, not omnipotent Charm-dispensing vending machines, so whether they are willing to teach you the exact Charms required - or whether they necessarily even know all of them - is a matter of role-playing and the decisions of the Storyteller.norm.
** First is incredibly deadly multiattacks. It is all too easy and cheap to negate penalties for flurrying, and boost up damage past regular armor. As a result at least one of the attacks would likely hit and subsequently obliterate the target. Developers spotted the problem in beta and created a patch in the form of...
** Perfect Defenses. Cheap charms that block an attack, no matter what, no questions asked. When faced with powerful enough opponents, they were the only thing that could endure attack combos, thus becoming a necessity for everybody.
** The combination resulted in RocketTagGameplay, carefully measuring amounts of Essence spent on attacks and defenses for whoever runs out first, dies.
** The 2.5 Errata significantly increased costs of both flurries and Perfect Defenses, trying to force players into using less deadly attacks that would be countered with less ultimate blocks.
* In addition to brokenness of base level play, pretty much anything from 5+ Essence tier was accepted as utterly ridiculous. One of the most stellar examples of such power is Sidereal Martial Arts:
** In a game where defense has primacy, Obsidian Shards of Infinity Form has two scene-length perfect defense charms, one of which allows you to perfectly redirect any attack aimed at you. It lets you make and control a perfect clone of your opponent who is linked to the clonee, and command it to kill itself, knocking the opponent out. A charm to make all of these cost zero essence. These charms are almost impossible to counter, and the chance of someone having IC knowledge of them is low.
** Actually, this can be obtained much earlier using a combination of Mentor 5, Divine Transcendence of Martial Arts, and Glory to the Most High (Basically, you can have the Master Lupo or Aesha Ura as a mentor, and you count as having 2 more points of Essence than you actually have). Granted, this is an expensive build to make, but it's still a mass destruction charm combo obtained several hundred years before you should be able to use it. Of course, mentors are still fully-fledged {{Non Player Character}}s, not omnipotent Charm-dispensing vending machines, so whether they are willing to teach you the exact Charms required - or whether they necessarily even know all of them - is a matter of role-playing and the decisions of the Storyteller.
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