History GameBreaker / TabletopRPG

5th Nov '17 10:25:12 AM armogohma
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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.]]
* 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.
22nd Oct '17 11:46:07 AM hyphz
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[[folder:Champions]]
* Champions, the Hero System Superheroes game, actually contained several examples of game-breaking characters in the rulebook to indicate they were possible. This included Planet Man (who can shrink planets, put them in his pocket, and throw them at people) and Azeroth (who sits in the center of the universe using powers to remote view anything and then shoot it)
* 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.
[[/folder]]
22nd Oct '17 11:42:53 AM hyphz
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[[folder: Exalted]]
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.
* The merit Brutal Attack allowed people to use Strength for attack rolls instead of Dexterity. This allowed tyrant lizard totem Lunars to show up as a T-Rex and roll 20+ dice for their attacks without spending a mote.
* 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.
* ''Character creation'' can make or break you, due to the use of flat costs while most of the advancement table uses (previous level of trait x multiplier). Take two identical Dawn Castes. Have one buy his physical attributes at 5/5/1 and the other at 3/5/3. The first will spend 40xp to get to 5/5/5. The second will pay ''56''. That's three, maybe four sessions of play ahead, and for only one small part of chargen. Repeat that kind of thing in every section - get everything important to five, buy your Infernal eight Charms in a non-favoured Yozi for 16xp free, that kind of thing - and you can end up with one player hit very hard with CantCatchUp.

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[[folder: Exalted]]
Second Edition ''TabletopGame/{{Exalted}}'':

[[folder:Cortex Plus]]
*
In a the Marvel Superheroes 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 based on Cortex Plus, successful attacks against an enemy can create a perfect clone of your opponent who complication for them rather than dealing them Stress damage. If a complication is linked to the clonee, and command it to kill itself, knocking raised too high, the opponent out. A charm to make all of these cost zero essence. These charms is considered defeated. However, there are almost impossible to counter, and no rules limiting the chance nature of someone having IC knowledge meaning 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
complications 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.
* The merit Brutal Attack allowed people to use Strength for attack rolls instead of Dexterity. This allowed tyrant lizard totem Lunars to show up as a T-Rex and roll 20+ dice for their attacks without spending a mote.
* 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]],
created, meaning that post Essence 6 things Spiderman can repeatedly spray web into Doctor Doom's eyes to blind him until he is complicated out, even if this would logically have very little effect on Doctor Doom.
[[/folder]]

[[folder:Deadlands]]
''TabletopGame/{{Deadlands}}'' has nearly unlimited character options available to the players, and there
are still horribly broken. Naturally, almost everything quite a few that involves the Sidereal Martial Arts is post-E6.
* ''Character creation''
can make or break you, due other PC's feel a bit inadequate.
* In Deadlands Classic a scrapper (person with Steam Punk limbs) can generally mop the floor with anything.
* The system itself has an eccentricity built in with its rules, specifically the "Ace" system where if you roll the maximum number on a die you get to re-roll that die and add the new roll
to the use total. If you just so happen to have a four sided die set for that skill and have a high amount you are rolling you have a very high chance of flat costs while most of aceing over and over again to get a ridiculously high number. Any marshal worth their salt knows to fear a knife thrower with 4d4 strength and 5 in Throwin' Balanced.
* Hell on Earth opened up
the advancement table uses (previous level Junker arcane background, where you can build a rail gun from the get go, and enables PC's to be Robot Hunters, PC's with hulking power armor that has the armor value of trait x multiplier). Take two identical Dawn Castes. Have a tank and the hitting power of one buy his physical attributes at 5/5/1 as well. Also, if you are a PC with the Arcane Background Doomsayer and the miracle Nuke or MIRV and they just blow things up from hundreds of yards away.
* It is possible to be the only PC with a car or plane, which can either make you feel like a chauffeur or the road warrior, depending on how
the other at 3/5/3. The first will spend 40xp PC are built.
* Marshals are advised
to get to 5/5/5. The second will pay ''56''. That's three, maybe four sessions of play ahead, and for only one small part of chargen. Repeat that kind of thing in every section - get everything important to five, buy your Infernal eight Charms in a non-favoured Yozi for 16xp free, that kind of thing - and you can end up deal with one player hit very hard with CantCatchUp.these sort of things by occasionally nuking the equipment or abilities of the PC's by "silver bulleting" them away (RPG a car, anti aircraft robots for a plane, no power source for a power suit, etc).



[[folder:The Witcher: Game of Imagination]]
[[TabletopGame/TheWitcherGameOfImagination The Witcher]] got a fair share of game-breakers that can turn fighting into nothing more than declaring who got killed on your turn. To be fair, every type of character can got his own game-breaker and the game-breakers by themselves are nothing more than a way of showing how badass your character is at the point when they are possible to conduct. It's very important to understand how the successes and difficulties are counted, as each of the gamebreakers heavily relies on [[ReadTheFreakingManual how bonus damage and/or Defence ratings are counted]], so they are not as obvious as they seem here. In the case of CriticalHit every of those techniques turns into ThereIsNoKillLikeOverkill. Each Hit Roll goes on the same principle: there is a Defence rating of the attacked and skill of the attacker. Defence is lowered by skill and adjusted by potential modifiers (weather, light, being mounted and so on). This provide an equation Defence - Skill + (Positive and Negative Modifiers) = Amount Of Required Successes To Hit. Success is any outcome of 4 or above on standard dice (the game is based exclusively on d6) and the amount of dice taken for roll is equal to the Statistic of linked skill, so ''Shooting'' and ''Throwing'' are under Perception, while ''Armed combat'', ''Unarmed combat'' and [[MagicalGesture all forms of magic (Spellcasting, Witchers' Signs and Prayers)]] are under Dexterity. The higher the Stat, the easier it is to get sufficient amount of successes, even with low skills.
* [[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]].
** And then the first expansion introduced combat manoeuvre ''[[RainOfArrows Repeated Shot]]'', which is also known as ''[[FanNickname Legolas shot]]''. Archers can fire in single round amount of arrows equal to their skill, targetting each of them as they please. Certain dryad splat was originally planned to start with it, ''without'' having the pre-requested skill level and another manoeuvre, but it was cancelled after the authors realised how absurdly powerful this would be.
** Traits and perks make distance fight so broken that it gets simply boring to play as ranger - ''Hawk-eye'' lowers difficulty for all visual Perception (like aiming) by 1 and halves distance penalties, ''Professional'' adds another dice for rolls of chosen Stat and ''Specialisation'' lowers difficulty by 1 for using chosen type of weapon and grants additional +2 of fixed damage.
** ''Throwing'' works under the same principles, but thrown weapons generally deal less damage and on shorter distances. Of course that doesn't mean you can't obliterate someone with a javeline in the face if you wish. Or ''a pebble''.
* [[KillItWithFire Basic fire spells]] - Fire Arrow and Ball Lightning - by themselves are nothing special and easy to dodge or just ''block''. Spells in general are rather timid in their effectivness, but can became ''very'' powerful if overcharged, gaining additional effects in the process. Not to mention that you can add a single [[{{Mana}} Arcane Point]] to each of dice used for roll, having a better chance for additional successes. Since Defence against magic is usually low for non-magical character, and they make most of the population, it's generally easy to exploit described above "low Defence" technique for Spellcasting, but not really cost-efficient, as spells churm ''a lot'' of Arcane Points. Here however comes additional successes and perks. With more successes than required player may choose their effect and one of them for spells is lower intake of Points. For direct damage spells there is also standard +3 damage for each additional success. One of perks lowers the initial cost of chosen group of spell, their difficulty by 1 ''and'' Defences against it by 1, while other halves cost of chosen spell and can be picked numerous times for different spells. And don't forget about perk lowering difficulty of chosen spell by 1. By picking them all you can make Fire Arrow and Ball Lighting considerably easier (both are from pyromancy group) and cheaper to cast. In fact, they both will cost a single Arcane Point to cast and won't require any successes against typical enemies, so you know the drill already. Those perks turn Fire Arrow into MagicMissileStorm MagikarpPower, while Ball Lighting can be additionally overcharged to "just" kill everything [[SplashDamage in absurdly large radius]] without using whole reserve of Arcane Points for single spell. This can be made ''even more broken'' if your character always [[ElementalPowers recharge Arcane Points from fire]], which cancels inherit difficulty of fire spells from being hardest element to tame. In fact, the sole "get your Points from element related with spells you want to cast" is possible from the get-go and makes life easier for mages - while there is a penalty from using wrong source of Points, it's often the only difficulty for casting spells, so it can be ignored most of the time be sheer skill.
** It's also notable because how ''easy'' it is to get all of those and how the game is [[PetPeeveTrope very vocal against]] LinearWarriorsQuadraticWizards - fandom often claims that this game-breaker is intentionally so easy to get to avoid problems with {{Squishy Wizard}}s and mages going quadratic with skill progression.
* PsychicPowers: Why even bother with fighting your enemies if you can turn them into [[AndIMustScream drooling morons]] [[FateWorseThanDeath for the rest of their lives]]? The only thing required to do so is to maintain a PsychicLink for long enough to win a conflict test based on psychics and their victims Willpower and then do whatever Psychics want with them - which means it could end after a single round with good rolls or poor stats of victim. Turning them into retards at this point of mental battle is as easy as plain hypnosis trick of "jump on one leg". Unless the psychics are too preoccupied with their surroundings (like fighting or having to act fast), they have almost no penalties for using their powers.
* Aard Sign from ''Witchers' Signs'' is ''very'' potent for a simple reason. While all it does in basic version is knocking people down, ''it doesn't cost an action to cast''. So a witcher can cast it, knock his enemy to the ground and then just finish him or her with sword (described above "low Defence" technique) in the same round. Or throw some object on swarm of enemies and then get the closest one. Or stop a ranger, while dealing with his melee friends. Or even stop a projectile in the mid-air if timed properly. The applications are countless. And as {{Magic Knight}}s witchers can cast their Signs using both Arcane and Combat Points, which allows them to use much more fancy actions than any other type of character before running out of juice. PurposelyOverpowered indeed.
*** Heliotrop, another Sign, also doesn't cost an action, so witchers can fight mages effortlessly, blocking their spells while charging toward them ''or'' backfiring spells in close quarters, as Heliotrop creates a shock wave after blocking magic - something that a witcher can handle, but can take a magic user by surprise.
* Skill ''Dodge'' after [[MagikarpPower certain threshold]]. With 3 points invested, it no longer cost an action, so a character can dodge and do something else in the same round. With perk ''Additional dodge'', character can dodge twice per round ''and'' still perform another action. Combine it with above description of Aard Sign and witchers are virtually untouchable.
** Or combine it with combat manoeuvre ''Rebound Attack''. While it consumes a single opportunity to dodge, it allows to perform a counter-attack after relatively easy roll. Without using your action, as it's a dodge, not an attack. And your enemy didn't score a hit of course. Gets really nasty when ''Additional dodge'' and combat manoeuvre allowing second attack are present - you can obliterate your enemy in single round while remaining untouched from any attacks. This can be used even on monsters.
* Attacking unaware targets and[=/=]or remaining unseen reduces their defences against physical attacks to 1, ''no matter what''. This makes stealth attacks extremely lethal, as it's perfectly possible to perform OneHitKill blows, combining all the different rules for low defense with extra damage output, precise aiming and in general pull things that normally would ramp the difficulty of the attack UpToEleven.
** Ambushes are the second reason why dryads are extremely dangerous to face as enemies. Due to their status as {{Stealth Expert}}s, they are perfectly capable of ''maintain their stealth even after sending'' ''RainOfArrows''.
** Gabriel, a mini-crossbow lifted from the saga and introduced in later expansions, combines all the powerful elements of ranged combat with surprised attacks. It's designed as a concealed weapon, hidden in a wide sleeve and such. While it has a pitful range amd relatively low damage, it still follows all the rules of ranged combat, making it perfectly possible to [[NoRangeLikePointBlankRange put a headshot at point-blank range]]. And most importantly, due to their size, gabriels can be reloaded with ease and ''shot twice per round'', which makes them ''the'' most broken weapon in the game.
* As insignificant as it sounds, the bonus 5 Skill Points all humans get for free during character creation allows to rise any of the starting skills from 1 to 3. It is entirely possible to get any of those skills to level 4, allowing an auto-success without a roll in basic checks, ''cheaper'' than rising any skill to 3 with any other race (5 points from 1 to 3 vs 4 points from 3 to 4). Even without any min-maxing involved, it's still a free level 3 skill.
* ''Vigour'' is probably the most undervalued skill in entire game, while being single-handly responsible from keeping characters alive and immune to most damage and even death itself. Any form of save check will be based on ''Vigour''. Bleeding, poisoning, suffocation, disabling pain, being close to death, hypothermia, possible broken limbs, head trauma... they all require to pass ''Vigour'' check or suffer the consequences. In most cases that means dying on the spot. Sufficiently high, it can turn a character into a NoSell juggernaught that can't be stopped by anything short from being physically destroyed. It's especially useful against all the dirty trick that can be pulled in brawling, since high ''Vigour'' is equal to being ImmuneToFlinching and all the nasty effects of ''Unarmed'' combat manoeuvres.
* Perks lowering intake of Combat and Arcane Points are considerably unbalanced. The first one change price of chosen combat manoeuvre to 2/3 of original, which is irrevelant for low-tier, but makes all the high-tier moves very cost-efficient. The one for Arcane Points ''halves'' the price, which allows to [[MagicMissileStorm spam spells]].
** Perks expanding the maximum pool of both Combat and Arcane Points are even worse in this regard. Not only they both increase the pool by 5, but they can be also bought three times each. And they are ''much'' cheaper than those mentioned above, while the points can be used for all kinds and sorts of manoeuvres and spells.
* The trait ''Lucky'' is this for all skills. Normally, you get a critical success when you roll a 6 on Fate Dice. With this trait, a 5 is also a critical success. Thus, by using {{Charged Attack}}s in fighting, you can easily got crits with just a 4... or a ''3'' if you are using a charged ''Riposte'' combat manoeuvre. In normal circumstances a ''3 is not even counted as success''. But to get this trait you must first shed 5 Stat Points, which is almost impossible without lots of MinMaxing or creating a wimpy, ''very'' hard to grind character.
* ''Riposte'' combat manoeuvre by itself can qualify as a game-breaker. Whenever used, it adds 1 to outcome of each dice during Hit Roll, costing 3 Combat Points. So having Dexterity higher than 3 means you save Points. Oh, and you can ''still'' charge ''Riposte'' with Combat Points, so it can easily turn into +2 to outcome of each dice. With perk lowering cost of chosen combat manoeuvre, Riposte cost 2 Points, making it even more broken. Add to that ''Specialisation'' for specific weapon type, and the cost goes down to 1 when such weapon is used. By this point, for the standard price of 3 Combat Points, it's possible to augment two dice by +2, while remaining ones are +1.
* ''Combination of blows'', the ''Unarmed'' equivalent of ''Riposte''. One of the most basic hand-to-hand maneuvers, requiring barely any skill, cheap to use and without any drawbacks whatsoever. It allows to perform few stikes in a single, quick sequence, drastically multiplying the relatively low d3+Strength damage output of hand-to-hand combat. Since the source book wasn't precise about the limit, most players follow the provided example and cap it at 3 hits per sequence, because otherwise this move can simply cause ''an overkill''. The entire sequence can be of course aimed at any body part, so a good brawler can easily render limbs and ribs broken or outright knock someone cold due to the extra multiplier for head trauma. The maneuver also comes with +1 to a single dice of choice during Hit Roll, so it's impossible to crit-fail it and much more likely to either get a critical hit or at least an extra success, further inflating the damage output.
** It can go a step further, when a character is wearing armoured gloves or something similar, since each hit will get +2 of fixed damage. Combined with perk ''Specialisation'', which is another +2, and suddenly the manoeuvre ''can't deal less than 18 damage'', while 21 or even 24 is even more likely, since barely anyone will make a boxer with 1 Strenght. To put that into perspective - an average character has 26 Vitality.
* ''Painful Stike'' and, to a lesser extent, ''GroinAttack'' can be extremely powerful, as people on the receiving end of them need to pass relatively hard check, or they are ''unable to fight for up to 6 rounds''. A series of Painful Stikes can render entire group of enemies unable to even stand straight, not to mention fight, without causing them any actual damage.
** Since the difficulty of saving throws against ''Painful Stike'' is equal to the damage it dealt, wearing a knuckle duster or armoured glove and thus gaining a fixed +2 to damage can make it virtually impossible to resist the pain. Combine that with ''Specialisation'' perk (another fixed +2 of damage) picked for fists and the ''minimal'' possible difficulty of the saving throw will be 7. It will take '''Legendary''' ''Vigour'' to even try to resist it. And it can go [[UpToEleven as far as 16]] with everything maxed out.
** Simply throwing a sudden punch during fight using weapons can completely change the situation, especially if combined with ''Painful Strike''. Defences against weapons and unarmed attacks are counted separetely, so great swordsmen may still have considerably low defences against attempt to get their nose smashed.
* The perk ''Splitting moves'' takes the game-breaking to a new level. Forget what you read till this point, because everything pales in comparison with ''Splitting moves''. Without it, characters can move to an enemy and hit him or hit an enemy and move away. With this perk, it's possible to move close, hit the enemy ''and'' move away. It's possible to be literally untouchable, without any need for dodging and suddenly turns Movement, THE official DumpStat, into the most important parameter, as it's used for one and one thing only - to measuring how big distance a character can cover in a single round.
* [[StanceSystem Fighting stances]] are an optional rule for this very reason - they are game-breaking enough [[UpToEleven to be pointed out as such in the source book]]. Each stance takes either ''Armed'' or ''Unarmed combat'' skills (depending which one is used) and changes them into additional buff. In case of defensive stance, your character becomes StoneWall - the skill is removed, but Defence is rised for the same amount, thus making characters virtually unhittable. Offensive stance turns the character into GlassCannon: it lowers Defence by skill, while doubling the skill itself, thus making it possible to hit anyone. Stances have a long list of other debuffs - they can be only used in close combat, you can't cast spells or use witcher's signs, no combat manoeuvres or charges are allowed and so forth. Then why they are game-breaking? You can still ''dodge'', which makes offensive stance doable for certain builds without being afraid of retribution. And defensive stance allows to block ''anything'', so who cares if you have hard time returning hits, if your enemies can't even touch you, as your Defence can go easily above 10 (meaning there is no way they can hit you regardless of skills and Stats) and that's without even taking outside factors into account. The defensive stance goes as far as allowing to pull YouShallNotPass against dozens of enemies if a character is placed in some choke point and thus can't be simply trampled.

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[[folder:The Witcher: Game of Imagination]]
[[TabletopGame/TheWitcherGameOfImagination The Witcher]] got a fair share of game-breakers

[[folder: Eon]]
In ''Eon'', you can create an extremely lethal fire spell
that can turn fighting makes any one target within 30 meters burst into nothing more than declaring who got killed on your turn. To be fair, every type of character can got his own game-breaker flame and keep burning for 1 minute, dealing constant damage to everything within 1 meter radius (which means basically the game-breakers by themselves are nothing more than a way of showing how badass your character is at the point when they are possible to conduct. victims entire body). It's very important to understand how the successes and difficulties are counted, as each of the gamebreakers heavily relies on [[ReadTheFreakingManual how bonus a 3rd level spell, but it deals more damage and/or Defence ratings are counted]], so they are not as obvious as they seem here. In the case of CriticalHit every of those techniques turns into ThereIsNoKillLikeOverkill. Each Hit Roll goes on the same principle: there is a Defence rating of the attacked and skill of the attacker. Defence is lowered by skill and adjusted by potential modifiers (weather, light, being mounted and so on). This provide an equation Defence - Skill + (Positive and Negative Modifiers) = Amount Of Required Successes To Hit. Success is any outcome of 4 or above on than your standard dice (the game is based exclusively on d6) and the amount of dice taken for roll is equal to the Statistic of linked skill, so ''Shooting'' and ''Throwing'' are under Perception, while ''Armed combat'', ''Unarmed combat'' and [[MagicalGesture all forms of magic (Spellcasting, Witchers' Signs and Prayers)]] are under Dexterity. The higher the Stat, the easier it is to get sufficient amount of successes, even with low skills.
* [[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
5th level spell (and 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, game, 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 pretty big leap 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. 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 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 up the level of your target or at least reduce their damage]]. It's almost impossible to loose the spell by a fight with this.
* ''Shooting''. [[MundaneMadeAwesome Plain
tidbit 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]].
** And then
third effect, the first expansion introduced combat manoeuvre ''[[RainOfArrows Repeated Shot]]'', which is also known as ''[[FanNickname Legolas shot]]''. Archers can fire in single round amount of arrows equal to their skill, targetting each of them as they please. Certain dryad splat was originally planned to start with it, ''without'' having the pre-requested skill level and another manoeuvre, but it was cancelled after the authors realised how absurdly powerful this would be.
** Traits and perks make distance fight so broken that it gets simply boring to play as ranger - ''Hawk-eye'' lowers difficulty for all visual Perception (like aiming) by 1 and halves distance penalties, ''Professional'' adds another dice for rolls of chosen Stat and ''Specialisation'' lowers difficulty by 1 for using chosen type of weapon and grants additional +2 of fixed damage.
** ''Throwing'' works under the same principles, but thrown weapons generally deal less damage and on shorter distances. Of course that
fireball doesn't mean you can't obliterate someone with a javeline in go out until the face if you wish. Or ''a pebble''.
caster says so.
* [[KillItWithFire Basic fire spells]] - Fire Arrow and Ball Lightning - by themselves are nothing special and easy to dodge or just ''block''. Spells in general are rather timid in their effectivness, but can became ''very'' powerful if overcharged, gaining additional effects in On the process. Not to mention that you can add a single [[{{Mana}} Arcane Point]] to each of dice used for roll, having a better chance for additional successes. Since Defence against magic is usually low for non-magical character, and they make most of the population, it's generally easy to exploit described above "low Defence" technique for Spellcasting, but not really cost-efficient, as spells churm ''a lot'' of Arcane Points. Here however comes additional successes and perks. With more successes than required player may choose their effect and one of them for spells is lower intake of Points. For direct damage spells there is also standard +3 damage for each additional success. One of perks lowers the initial cost of chosen group of spell, their difficulty by 1 ''and'' Defences against it by 1, while other halves cost of chosen hand, it does have one weakness. Casting the spell and can be picked numerous times for requires five rolls on three different spells. And don't forget about perk lowering difficulty of chosen spell by 1. By picking them all you can make Fire Arrow skills, and Ball Lighting considerably easier (both are from pyromancy group) and cheaper to cast. In fact, they both will cost a single Arcane Point to cast and won't require any successes against typical enemies, so you know the drill already. Those perks turn Fire Arrow into MagicMissileStorm MagikarpPower, while Ball Lighting can be additionally overcharged to "just" kill everything [[SplashDamage in absurdly large radius]] without using whole reserve of Arcane Points for single spell. This can be made ''even more broken'' if your character always [[ElementalPowers recharge Arcane Points from fire]], which cancels inherit difficulty of fire spells from being hardest element to tame. In fact, the sole "get your Points from element related with spells you want to cast" is possible from the get-go and makes life easier for mages - while there is a penalty from using wrong source of Points, it's often the only difficulty for casting spells, so it can be ignored most of the time be sheer skill.
** It's also notable because how ''easy'' it is to get all of those and how the game is [[PetPeeveTrope very vocal against]] LinearWarriorsQuadraticWizards - fandom often claims that this game-breaker is intentionally so easy to get to avoid problems with {{Squishy Wizard}}s and mages going quadratic with skill progression.
* PsychicPowers: Why even bother with fighting your enemies if you can turn them into [[AndIMustScream drooling morons]] [[FateWorseThanDeath for the rest of their lives]]? The only thing required to do so is to maintain a PsychicLink for long enough to win a conflict test based on psychics and their victims Willpower and then do whatever Psychics want with them - which means it could end after a single round with good rolls or poor stats of victim. Turning them into retards at this point of mental battle is as easy as plain hypnosis trick of "jump on one leg". Unless the psychics are too preoccupied with their surroundings (like fighting or having to act fast), they have almost no penalties for using their powers.
* Aard Sign from ''Witchers' Signs'' is ''very'' potent for a simple reason. While all it does in basic version is knocking people down, ''it doesn't cost an action to cast''. So a witcher can cast it, knock his enemy to the ground and then just finish him or her with sword (described above "low Defence" technique) in the same round. Or throw some object on swarm of enemies and then get the closest one. Or stop a ranger, while dealing with his melee friends. Or even stop a projectile in the mid-air if timed properly. The applications are countless. And as {{Magic Knight}}s witchers can cast their Signs using both Arcane and Combat Points, which allows them to use much more fancy actions than any other type of character before running out of juice. PurposelyOverpowered indeed.
*** Heliotrop, another Sign, also doesn't cost an action, so witchers can fight mages effortlessly, blocking their spells while charging toward them ''or'' backfiring spells in close quarters, as Heliotrop creates a shock wave after blocking magic - something that a witcher can handle, but can take a magic user by surprise.
* Skill ''Dodge'' after [[MagikarpPower certain threshold]]. With 3 points invested, it no longer cost an action, so a character can dodge and do something else in the same round. With perk ''Additional dodge'', character can dodge twice per round ''and'' still perform another action. Combine it with above description of Aard Sign and witchers are virtually untouchable.
** Or combine it with combat manoeuvre ''Rebound Attack''. While it consumes a single opportunity to dodge, it allows to perform a counter-attack after relatively easy roll. Without using your action, as it's a dodge, not an attack. And your enemy didn't score a hit of course. Gets really nasty when ''Additional dodge'' and combat manoeuvre allowing second attack are present - you can obliterate your enemy in single round while remaining untouched from any attacks. This can be used even on monsters.
* Attacking unaware targets and[=/=]or remaining unseen reduces their defences against physical attacks to 1, ''no matter what''. This makes stealth attacks extremely lethal, as it's perfectly possible to perform OneHitKill blows, combining all the different rules for low defense with extra damage output, precise aiming and in general pull things that normally would ramp the difficulty of the attack UpToEleven.
** Ambushes are the second reason why dryads are extremely dangerous to face as enemies. Due to their status as {{Stealth Expert}}s, they are perfectly capable of ''maintain their stealth even after sending'' ''RainOfArrows''.
** Gabriel, a mini-crossbow lifted from the saga and introduced in later expansions, combines all the powerful elements of ranged combat with surprised attacks. It's designed as a concealed weapon, hidden in a wide sleeve and such. While it has a pitful range amd relatively low damage, it still follows all the rules of ranged combat, making it perfectly possible to [[NoRangeLikePointBlankRange put a headshot at point-blank range]]. And most importantly, due to their size, gabriels can be reloaded with ease and ''shot twice per round'', which makes them ''the'' most broken weapon in the game.
* As insignificant as it sounds, the bonus 5 Skill Points all humans get for free during character creation allows to rise any of the starting skills from 1 to 3. It is entirely possible to get
failing any of those skills to level 4, allowing an auto-success without a roll in basic checks, ''cheaper'' than rising any skill to 3 with any other race (5 points from 1 to 3 vs 4 points from 3 to 4). Even without any min-maxing involved, it's still a free level 3 skill.
* ''Vigour'' is probably the most undervalued skill in entire game, while being single-handly responsible from keeping characters alive and immune to most damage and even death itself. Any form of save check will be based on ''Vigour''. Bleeding, poisoning, suffocation, disabling pain, being close to death, hypothermia, possible broken limbs, head trauma... they all require to pass ''Vigour'' check or suffer the consequences. In most cases that
rolls means dying on the spot. Sufficiently high, it can turn a character into a NoSell juggernaught spell goes of in its unfinished state and the caster has to start over. Of course, this means that can't be stopped by anything short from being physically destroyed. It's especially useful against all if the dirty trick that can be pulled in brawling, since high ''Vigour'' is equal to being ImmuneToFlinching and all caster fails on any of the nasty effects of ''Unarmed'' combat manoeuvres.
* Perks lowering intake of Combat and Arcane Points are considerably unbalanced. The first one change price of chosen combat manoeuvre to 2/3 of original, which is irrevelant for low-tier, but makes all
last two roll, the high-tier moves very cost-efficient. The one for Arcane Points ''halves'' fireball will manifest directly in the price, which allows to [[MagicMissileStorm spam spells]].
** Perks expanding
palm of the maximum pool of both Combat and Arcane Points are even worse in this regard. Not only they both increase the pool by 5, but they can be also bought three times each. caster. And they are ''much'' cheaper than those mentioned above, while the points can be used for all kinds and sorts of manoeuvres and spells.
* The trait ''Lucky'' is this for all skills. Normally, you get a critical success
when you roll a 6 on Fate Dice. With this trait, fire with a 5 is also a critical success. Thus, by using {{Charged Attack}}s 1 meter radius manifests with its center right in fighting, your hand, yeah you can easily got crits with just a 4... or a ''3'' if you are using a charged ''Riposte'' combat manoeuvre. In normal circumstances a ''3 is not even counted as success''. But to get this trait you must first shed 5 Stat Points, which is almost impossible without lots of MinMaxing or creating a wimpy, ''very'' hard to grind character.
* ''Riposte'' combat manoeuvre by itself can qualify as a game-breaker. Whenever used, it adds 1 to outcome of each dice during Hit Roll, costing 3 Combat Points. So having Dexterity higher than 3 means you save Points. Oh, and you can ''still'' charge ''Riposte'' with Combat Points, so it can easily turn into +2 to outcome of each dice. With perk lowering cost of chosen combat manoeuvre, Riposte cost 2 Points, making it even more broken. Add to that ''Specialisation'' for specific weapon type, and
guess the cost goes down to 1 when such weapon is used. By this point, for the standard price of 3 Combat Points, it's possible to augment two dice by +2, while remaining ones are +1.
* ''Combination of blows'', the ''Unarmed'' equivalent of ''Riposte''. One of the most basic hand-to-hand maneuvers, requiring barely any skill, cheap to use and without any drawbacks whatsoever. It allows to perform few stikes in a single, quick sequence, drastically multiplying the relatively low d3+Strength damage output of hand-to-hand combat. Since the source book wasn't precise about the limit, most players follow the provided example and cap it at 3 hits per sequence, because otherwise this move can simply cause ''an overkill''. The entire sequence can be of course aimed at any body part, so a good brawler can easily render limbs and ribs broken or outright knock someone cold due to the extra multiplier for head trauma. The maneuver also comes with +1 to a single dice of choice during Hit Roll, so it's impossible to crit-fail it and much more likely to either get a critical hit or at least an extra success, further inflating the damage output.
** It can go a step further, when a character is wearing armoured gloves or something similar, since each hit will get +2 of fixed damage. Combined with perk ''Specialisation'', which is another +2, and suddenly the manoeuvre ''can't deal less than 18 damage'', while 21 or even 24 is even more likely, since barely anyone will make a boxer with 1 Strenght. To put that into perspective - an average character has 26 Vitality.
* ''Painful Stike'' and, to a lesser extent, ''GroinAttack'' can be extremely powerful, as people on the receiving end of them need to pass relatively hard check, or they are ''unable to fight for up to 6 rounds''. A series of Painful Stikes can render entire group of enemies unable to even stand straight, not to mention fight, without causing them any actual damage.
** Since the difficulty of saving throws against ''Painful Stike'' is equal to the damage it dealt, wearing a knuckle duster or armoured glove and thus gaining a fixed +2 to damage can make it virtually impossible to resist the pain. Combine that with ''Specialisation'' perk (another fixed +2 of damage) picked for fists and the ''minimal'' possible difficulty of the saving throw will be 7. It will take '''Legendary''' ''Vigour'' to even try to resist it. And it can go [[UpToEleven as far as 16]] with everything maxed out.
** Simply throwing a sudden punch during fight using weapons can completely change the situation, especially if combined with ''Painful Strike''. Defences against weapons and unarmed attacks are counted separetely, so great swordsmen may still have considerably low defences against attempt to get their nose smashed.
* The perk ''Splitting moves'' takes the game-breaking to a new level. Forget what you read till this point, because everything pales in comparison with ''Splitting moves''. Without it, characters can move to an enemy and hit him or hit an enemy and move away. With this perk, it's possible to move close, hit the enemy ''and'' move away. It's possible to be literally untouchable, without any need for dodging and suddenly turns Movement, THE official DumpStat, into the most important parameter, as it's used for one and one thing only - to measuring how big distance a character can cover in a single round.
* [[StanceSystem Fighting stances]] are an optional rule for this very reason - they are game-breaking enough [[UpToEleven to be pointed out as such in the source book]]. Each stance takes either ''Armed'' or ''Unarmed combat'' skills (depending which one is used) and changes them into additional buff. In case of defensive stance, your character becomes StoneWall - the skill is removed, but Defence is rised for the same amount, thus making characters virtually unhittable. Offensive stance turns the character into GlassCannon: it lowers Defence by skill, while doubling the skill itself, thus making it possible to hit anyone. Stances have a long list of other debuffs - they can be only used in close combat, you can't cast spells or use witcher's signs, no combat manoeuvres or charges are allowed and so forth. Then why they are game-breaking? You can still ''dodge'', which makes offensive stance doable for certain builds without being afraid of retribution. And defensive stance allows to block ''anything'', so who cares if you have hard time returning hits, if your enemies can't even touch you, as your Defence can go easily above 10 (meaning there is no way they can hit you regardless of skills and Stats) and that's without even taking outside factors into account. The defensive stance goes as far as allowing to pull YouShallNotPass against dozens of enemies if a character is placed in some choke point and thus can't be simply trampled.
consequences.



[[folder:Deadlands]]
''TabletopGame/{{Deadlands}}'' has nearly unlimited character options available to the players, and there are quite a few that can make other PC's feel a bit inadequate.
* In Deadlands Classic a scrapper (person with Steam Punk limbs) can generally mop the floor with anything.
* The system itself has an eccentricity built in with its rules, specifically the "Ace" system where if you roll the maximum number on a die you get to re-roll that die and add the new roll to the total. If you just so happen to have a four sided die set for that skill and have a high amount you are rolling you have a very high chance of aceing over and over again to get a ridiculously high number. Any marshal worth their salt knows to fear a knife thrower with 4d4 strength and 5 in Throwin' Balanced.
* Hell on Earth opened up the Junker arcane background, where you can build a rail gun from the get go, and enables PC's to be Robot Hunters, PC's with hulking power armor that has the armor value of a tank and the hitting power of one as well. Also, if you are a PC with the Arcane Background Doomsayer and the miracle Nuke or MIRV and they just blow things up from hundreds of yards away.
* It is possible to be the only PC with a car or plane, which can either make you feel like a chauffeur or the road warrior, depending on how the other PC are built.
* Marshals are advised to deal with these sort of things by occasionally nuking the equipment or abilities of the PC's by "silver bulleting" them away (RPG a car, anti aircraft robots for a plane, no power source for a power suit, etc).

to:

[[folder:Deadlands]]
''TabletopGame/{{Deadlands}}''

[[folder: Exalted]]
Second Edition ''TabletopGame/{{Exalted}}'': In a game where defense
has nearly unlimited character options available 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 players, clonee, and there are quite a few that can command it to kill itself, knocking the opponent out. A charm to make other PC's feel a bit inadequate.
* In Deadlands Classic a scrapper (person with Steam Punk limbs) can generally mop
all of these cost zero essence. These charms are almost impossible to counter, and the floor with anything.
* The system itself has an eccentricity built in with its rules, specifically the "Ace" system where if you roll the maximum number on a die you get to re-roll that die and add the new roll to the total. If you just so happen to have a four sided die set for that skill and have a high amount you are rolling you have a very high
chance of aceing over someone having IC knowledge of them is low.
* And then there's the combination of Grandmother Spider Mastery
and over again anything that enhances perception. Grandmother Spider Mastery allows the Exalted to get attack everything that he or she can see in a ridiculously high number. Any marshal worth their salt knows single action. There are charms that allow an Exalted to fear see everything in several hundred miles, or even everywhere in Creation. Pattern Spider Touch turns a knife thrower with 4d4 strength 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 5 in Throwin' Balanced.
* Hell on Earth opened up the Junker arcane background, where you can build
a rail gun cooperative Sidereal Martial Arts master, at which point killing everything everywhere isn't that far from the get go, norm.
** Actually, this can be obtained much earlier using a combination of Mentor 5, Divine Transcendence of Martial Arts,
and enables PC's Glory to be Robot Hunters, PC's with hulking power armor that has the armor value 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 tank 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 hitting power decisions of one the Storyteller.
* The merit Brutal Attack allowed people to use Strength for attack rolls instead of Dexterity. This allowed tyrant lizard totem Lunars to show up
as well. a T-Rex and roll 20+ dice for their attacks without spending a mote.
* 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, if you are a PC with anything intended for Essence 6+ was skipped entirely for the Arcane Background Doomsayer and the miracle Nuke or MIRV and they just blow errata, since it was already a Herculean task[[note]]appropriately enough, given Exalted's classical-mythology trappings[[/note]], meaning that post Essence 6 things up from hundreds of yards away.
* It is possible to be
are still horribly broken. Naturally, almost everything that involves the only PC with a car or plane, which Sidereal Martial Arts is post-E6.
* ''Character creation''
can either make you feel like a chauffeur or break you, due to the road warrior, depending on how use of flat costs while most of the advancement table uses (previous level of trait x multiplier). Take two identical Dawn Castes. Have one buy his physical attributes at 5/5/1 and the other PC are built.
* Marshals are advised
at 3/5/3. The first will spend 40xp to deal get to 5/5/5. The second will pay ''56''. That's three, maybe four sessions of play ahead, and for only one small part of chargen. Repeat that kind of thing in every section - get everything important to five, buy your Infernal eight Charms in a non-favoured Yozi for 16xp free, that kind of thing - and you can end up with these sort of things by occasionally nuking the equipment or abilities of the PC's by "silver bulleting" them away (RPG a car, anti aircraft robots for a plane, no power source for a power suit, etc).one player hit very hard with CantCatchUp.



[[folder:Rifts]]
''TabletopGame/{{Rifts}}'' is a game where ''everyone'' is a GameBreaker, and needs to be in order to survive the NintendoHard combat, but there's one O.C.C. that surpasses even the most broken Juicer or Crazy Hero. Glitter Boy. A character who gets a ''several million credit'' [[PoweredArmor mech suit]] with around ''700+ M.D.C.'' (Mega-Damage-Capacity). A normal character's armor has about 45-100 M.D.C. (To put this in perspective, 3 MD is enough to tear a car in half, and can kill a human several times over), and has a {{BFG}} that can inflict up to ''100'' M.D.C. or more in a single shot. A Glitter Boy can, with a little luck, ''survive a nuclear explosion'', and takes half damage from laser attacks. What's the drawback for all this power? The character levels a little slowly, and they have to get out of their mech for a few minutes a day to prevent atrophy. Oh, and pretty much everybody knows what you're capable of and will try to kill ''you'' first.
* Magic users can be seriously broken as well; most notable the Ley Line Walker, who ''starts out'' with a '''huge''' amount of mana/sp, and some of the most powerful magic abilities in the game. And if one is lucky enough to roll good Psionic powers, OneManArmy time. A properly built LLW is capable of withstanding a direct nuke hit by 5th level, and dealing out almost as much damage. And that's before adding insane stuff from magic-heavy expansions like ''Worldbook: Atlantis''.
* No magic users will ever be without the most broken spell in the game, Carpet of Adhesion; a 3rd or 4th level spell that is ludicriously powerful, able to glue down and glue together literally ''anything', immobilizing most enemies and turning them to sitting ducks. (To make it worse, this spell is available to some of magic user classes at first level.)
* One of the classic examples is the ''Godling'' RCC from "Conversion Book 2: Pantheons of the Megaverse". In that you can combine all the useful special abilities of three core classes, superhuman strength, endurance, and regeneration, a 100,000-year lifespan, ''and'' some nifty utility powers such as darkvision, seeing the invisible, etc., all for the price of... it's an allowable starting character class, actually.
* Then there is the Cosmo Knight from the Phase World sourcebook, who not only is immensely powerful (they're designed to take on starships), but can be combined with just about any other race in the game.
** Both the Godling and the Cosmo Knight were created by C.J. Carella, who is quite possibly the Biggest Munchkin Ever.
* CJ Carella should have his own section, the man is/was a human Game Breaker. South America 2 has what is arguably the worst example of broken munchkinism. There is a psychic character class in there called the Gizmoteer. One of his powers is the ability to convert any energy weapon so that it runs on psychic energy instead of energy clips. The cost to recharge said weapon is equal to the weapon's payload. The very same book features a gun known as the Anti-Tank Rifle, a very high powered gun (like, about as much the Glitter Boy {{BFG}} mentioned above) designed for armies to give infantry troops a chance against tanks. The drawback of the weapon is that it drains the entire energy clip in one shot, giving the weapon a payload of one. How munchkins can combine these elements to their advantage is left as an exercise for the student.
* And let's not get into the stuff you can come up with when you mix sourcebooks and even other Palladium [=RPGs=]. One horrific example is the [[{{Anime/Robotech}} Zentraedi]] [[MightyGlacier Titan]] [[SuperSoldier Juicer]] [[{{Undead}} Murder-Wraith]]. For the uninitiated, that's a fifty-plus-foot giant zombie with thousands of MDC that can only be harmed by magic or silver weapons. Good luck getting a GM that will allow it to happen, but it's perfectly game-legal. Yet again, C.J Carella was responsible for Titan Juicers and Murder Wraiths.

to:

[[folder:Rifts]]
''TabletopGame/{{Rifts}}''

[[folder: FATAL]]
While ''TabletopGame/{{FATAL}}''
is a game where ''everyone'' terrible system, it has one spectacular GameBreaker. Your starting level, instead of being 1 like any sensible game, is a GameBreaker, and needs to be in order to survive the NintendoHard combat, but there's one O.C.C. square root of the number of years you've been following your profession. Now, this means that surpasses even the most broken Juicer or Crazy Hero. Glitter Boy. A a character who gets a ''several million credit'' [[PoweredArmor mech suit]] with around ''700+ M.D.C.'' (Mega-Damage-Capacity). A normal character's armor has about 45-100 M.D.C. (To put this in perspective, 3 MD spent 400 years at their job is enough to tear a car in half, maximum level from the get-go. Dwarves have their age rolled on 1d1000, and can kill a human several times over), and has a {{BFG}} that can inflict up to ''100'' M.D.C. or more in a single shot. A Glitter Boy can, with a little luck, ''survive a nuclear explosion'', and takes half start work before 200. There's also damage from laser attacks. What's the drawback for all this power? The character XP, which is awarded per class that gets damage XP - so, if you have a few levels in three classes that gain damage XP, you can level up three times faster than someone playing a little slowly, pure class. The only counterbalance? The assumed KillerGameMaster, and they have considering your GM is [[BrainBleach likely drinking heavily in an effort to get out of their mech for a few minutes a day to prevent atrophy. Oh, and pretty much everybody knows what you're capable of and will try to kill ''you'' first.
* Magic users can be seriously broken as well; most notable the Ley Line Walker, who ''starts out'' with a '''huge''' amount of mana/sp, and
forget some of the most powerful magic abilities things in the game. And if one is lucky enough rulebook]]...
* In 1st edition FATAL, when you grappled an enemy, you were asked
to roll good Psionic powers, OneManArmy time. A properly built LLW is capable of withstanding a direct nuke hit by 5th level, and dealing out almost as much damage. And that's before adding insane stuff from magic-heavy expansions like ''Worldbook: Atlantis''.
* No magic users will ever be without
for the most broken spell in the game, Carpet of Adhesion; a 3rd or 4th level spell that is ludicriously powerful, able to glue down and glue together literally ''anything', immobilizing most enemies and turning them to sitting ducks. (To make it worse, this spell is available to some of magic user classes at first level.)
*
"grapple position" you achieved. One of the classic examples is the ''Godling'' RCC from "Conversion Book 2: Pantheons of the Megaverse". In options was.. ugh.. "rape". If that you can combine all the useful special abilities of three core classes, superhuman strength, endurance, and regeneration, a 100,000-year lifespan, ''and'' some nifty utility powers such as darkvision, seeing the invisible, etc., all for the price of... it's an allowable starting character class, actually.
* Then there is the Cosmo Knight from the Phase World sourcebook, who not only is immensely powerful (they're designed to take on starships), but can be combined with just about any other race in the game.
** Both the Godling and the Cosmo Knight were created by C.J. Carella, who is quite possibly the Biggest Munchkin Ever.
* CJ Carella should have his own section, the man is/was a human Game Breaker. South America 2 has what is arguably the worst example of broken munchkinism. There
wasn't bad enough, this is a psychic character class in there called game which actually has stats for penis size and vaginal/anal circumference. If one will not fit inside the Gizmoteer. One of his powers is other, the ability to convert any energy weapon so that it runs on psychic energy instead of energy clips. The cost to recharge said weapon is target takes damage equal to the weapon's payload. The very same book features a gun known proportional difference as the Anti-Tank Rifle, a very high powered gun (like, about as much the Glitter Boy {{BFG}} mentioned above) designed for armies to give infantry troops a chance against tanks. The drawback proportion of the weapon is that it drains the entire energy clip in one shot, giving the weapon a payload of one. How munchkins can combine these elements to their advantage is left as an exercise for the student.
* And let's not get into the stuff you can come up
hit points. This means that playing a race with when you mix sourcebooks a large penis and even other Palladium [=RPGs=]. One horrific example is the [[{{Anime/Robotech}} Zentraedi]] [[MightyGlacier Titan]] [[SuperSoldier Juicer]] [[{{Undead}} Murder-Wraith]]. For the uninitiated, that's a fifty-plus-foot giant zombie with thousands of MDC that can only be harmed by magic or silver weapons. Good luck getting a GM that will allow it to happen, but it's perfectly game-legal. Yet again, C.J Carella was responsible going for Titan Juicers and Murder Wraiths.grapples to "accidentally" raping enemies to death is much better than attacking normally. OrSoIHeard.



[[folder: FATE]]
* 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.
[[/folder]]




[[folder: Shadowrun]]
* Hacking had a surprising tendency to be broken in Shadowrun 4th edition. Due to the relatively low limit on the maximum System score, any computer which wasn't protected by a spider could be relatively easily hacked even by a starting character. This was made worse by 4th Edition's introduction of "Commlinks", basically superpowered smartphones, which meant that almost any of an individual's data could simply be hacked off their relatively-insecure commlink (rather that having to find it in the wider scope of cyberspace)

to:


[[folder: Shadowrun]]
* Hacking had a surprising tendency to be broken
Nobilis]]
In ''TabletopGame/{{Nobilis}}'', reality is written
in Shadowrun 4th edition. Due to the relatively low limit on the maximum System score, any computer which wasn't protected by a spider could be relatively easily hacked language of flowers. "Flowers" is technically an available Estate. This would create nigh-omnipotence even by a starting character. This was made worse by 4th Edition's introduction of "Commlinks", basically superpowered smartphones, which meant that almost any of an individual's data could simply be hacked off their relatively-insecure commlink (rather that having to find it in the wider scope standards of cyberspace)a game where shooting down the sun is considered a fun afternoon.



[[folder: Star Wars [=d20=]]]
Stun in ''TabletopGame/StarWarsD20'' Revised is somewhere between ThatOneRule and a GameBreaker. If you hit with a stun attack, your enemy must save or be helpless, losing all dexterity, granting a +2 to hit to all attackers, and drops what they are holding for a few turns of combat. If they do save, it happens anyway for one round. Again, this is for every hit, so a party can simply tie up a single, powerful enemy, regardless of size (think rancor) and whittle it down at virtually no risk to themselves. Even if the enemy breaks the loop because all the party members using stun weapons miss (unlikely), they have to take move actions to get their weapons back into their hands, allowing maybe an attack or two before the CycleOfHurting continues. Do not do this to your players, even as a joke.
* Another big gamebreaker was one ability of the Elite Trooper PrestigeClass, called 'Deadly Strike'. To qualify for the class at the earliest opportunity, one had to be a sixth level Soldier, then gain nine levels in the Prestige Class. Hard to get? Possibly. The benefit for your patience and hard work? The character in question makes a full-round action to perform a single attack, that deals '''maximum possible damage''' regardless of a critical hit. This attack has a doubled critical threat range, and gains a plus '''four''' to hit. This is coupled with the character's already high plus fifteen to hit from base attack, plus whatever dex bonus they may have, ''plus'' any other bonuses, feats, or special abilities to boot! What does this all add up to? On a crit, even with a measly blaster pistol, anyone getting hit '''dies''', and the odds are that the average to-hit bonus is going to be '''twenty-five''' before rolling the d20. Couple this with a blaster cannon, the resident energy BFG, and a few good critical hits, and this character has a decent chance of taking out anything less than a frigate in orbit, '''by himself, from the ground, in roughly two minutes'''. Any starfighter will be dust in roughly three to five rounds, long before the pilot can even ''see'' the tiny speck down on the ground blasting at it. A round being six seconds long, that amounts to eighteen to thirty seconds, per ship.

to:

[[folder: Star Wars [=d20=]]]
Stun in ''TabletopGame/StarWarsD20'' Revised
Racial Holy War]]
Just-as-stupid RPG ''TabletopGame/RacialHolyWar'' (yes, seriously)
is somewhere between ThatOneRule [[GameBreakingBug broken]] anyway, but even if fearsome amounts of alcohol and a GameBreaker. If inbreeding have convinced you hit to actually jury-rig the rules into a playable state, you'll still be left with a stun attack, your enemy must save or be helpless, losing all dexterity, granting a +2 to hit to all attackers, and drops what they are holding for a few turns of combat. If they do save, it happens anyway for one round. Again, this is for every hit, so a party can simply tie up a single, powerful enemy, regardless of size (think rancor) and whittle it down at virtually no risk to themselves. Even if the enemy breaks hideously broken Athlete player class. See, Athletes get an additional 10 hitpoints ''per level'', since the loop because all the party members using stun weapons miss (unlikely), they have to take move actions to get their weapons back into their hands, allowing maybe an attack or two before the CycleOfHurting continues. Do not do this to your players, even as a joke.
* Another big gamebreaker was one
ability of an experienced athlete to ignore a chainsaw to the Elite Trooper PrestigeClass, called 'Deadly Strike'. To qualify for head or anti-tank weapon is well known.
** Even worse is
the [[DesignatedHero Hero]] class at which gives a substantial boost to the earliest opportunity, one had to be a sixth level Soldier, then gain nine levels in Heroism stat and makes all [[RousingSpeech Rouse]] checks automatically succeed. Because the Prestige Class. Hard to get? Possibly. The benefit MoraleMechanic works by adding the whole group's Heroism together for your patience defense and hard work? The Intimidation for attack and Rouse checks add a set amount to both stats for EACH character based on the Hero's ranks in question makes a full-round action to perform a single attack, Rouse, this means that deals '''maximum possible damage''' regardless of a critical hit. This attack has a doubled critical threat range, it's nigh-impossible for the party to be intimidated by opponents and gains a plus '''four''' will almost always make enemies run in panic. And fleeing opponents can't fight back. And give the party free turns to hit. This is coupled shoot at them. Worst of all, since multiple Heroes' Rouse checks can stack with the character's already high plus fifteen to hit from base attack, plus whatever dex bonus they may have, ''plus'' any each other bonuses, feats, or special abilities to boot! What does this all add up to? On a crit, even with a measly blaster pistol, anyone getting hit '''dies''', and the odds are that the average to-hit bonus is going to be '''twenty-five''' before rolling the d20. Couple means this with a blaster cannon, the resident energy BFG, and a few good critical hits, and this trick can be pulled at character has a decent chance of taking out anything less than a frigate in orbit, '''by himself, from the ground, in roughly two minutes'''. Any starfighter will be dust in roughly three to five rounds, long before the pilot can even ''see'' the tiny speck down on the ground blasting at it. A round being six seconds long, that amounts to eighteen to thirty seconds, per ship.creation.



[[folder: Star Wars (Fantasy Flight)]]
* The Auto-fire rule, which allows advantages rolled on dice to be spent to have a weapon hit multiple times, is notoriously broken due to the damage multiplication it allows. Even powerful enemies can be mown down in a hail of bullets in a single round.
* There are a range of Knowledge skills available, all of which use Intellect as their base stat. However, there is no trained/untrained skill system in FFG Star Wars; a character who doesn't have a specific skill can still roll their entire base stat. This means that a character with a high base intellect knows ''everything'', as if he/she had dice in every possible knowledge skill, even ones they've never heard of.

to:

[[folder: Star Wars (Fantasy Flight)]]
* The Auto-fire rule, which allows advantages rolled on dice
[[folder:Rifts]]
''TabletopGame/{{Rifts}}'' is a game where ''everyone'' is a GameBreaker, and needs
to be spent in order to have a weapon hit multiple times, is notoriously survive the NintendoHard combat, but there's one O.C.C. that surpasses even the most broken due to the damage multiplication it allows. Even powerful enemies can be mown down in a hail of bullets in a single round.
* There are a range of Knowledge skills available, all of which use Intellect as their base stat. However, there is no trained/untrained skill system in FFG Star Wars; a
Juicer or Crazy Hero. Glitter Boy. A character who doesn't have gets a specific skill ''several million credit'' [[PoweredArmor mech suit]] with around ''700+ M.D.C.'' (Mega-Damage-Capacity). A normal character's armor has about 45-100 M.D.C. (To put this in perspective, 3 MD is enough to tear a car in half, and can still roll their entire base stat. This means kill a human several times over), and has a {{BFG}} that can inflict up to ''100'' M.D.C. or more in a single shot. A Glitter Boy can, with a little luck, ''survive a nuclear explosion'', and takes half damage from laser attacks. What's the drawback for all this power? The character levels a little slowly, and they have to get out of their mech for a few minutes a day to prevent atrophy. Oh, and pretty much everybody knows what you're capable of and will try to kill ''you'' first.
* Magic users can be seriously broken as well; most notable the Ley Line Walker, who ''starts out''
with a '''huge''' amount of mana/sp, and some of the most powerful magic abilities in the game. And if one is lucky enough to roll good Psionic powers, OneManArmy time. A properly built LLW is capable of withstanding a direct nuke hit by 5th level, and dealing out almost as much damage. And that's before adding insane stuff from magic-heavy expansions like ''Worldbook: Atlantis''.
* No magic users will ever be without the most broken spell in the game, Carpet of Adhesion; a 3rd or 4th level spell that is ludicriously powerful, able to glue down and glue together literally ''anything', immobilizing most enemies and turning them to sitting ducks. (To make it worse, this spell is available to some of magic user classes at first level.)
* One of the classic examples is the ''Godling'' RCC from "Conversion Book 2: Pantheons of the Megaverse". In that you can combine all the useful special abilities of three core classes, superhuman strength, endurance, and regeneration, a 100,000-year lifespan, ''and'' some nifty utility powers such as darkvision, seeing the invisible, etc., all for the price of... it's an allowable starting character class, actually.
* Then there is the Cosmo Knight from the Phase World sourcebook, who not only is immensely powerful (they're designed to take on starships), but can be combined with just about any other race in the game.
** Both the Godling and the Cosmo Knight were created by C.J. Carella, who is quite possibly the Biggest Munchkin Ever.
* CJ Carella should have his own section, the man is/was a human Game Breaker. South America 2 has what is arguably the worst example of broken munchkinism. There is a psychic character class in there called the Gizmoteer. One of his powers is the ability to convert any energy weapon so that it runs on psychic energy instead of energy clips. The cost to recharge said weapon is equal to the weapon's payload. The very same book features a gun known as the Anti-Tank Rifle, a very
high base intellect knows ''everything'', powered gun (like, about as if he/she had dice much the Glitter Boy {{BFG}} mentioned above) designed for armies to give infantry troops a chance against tanks. The drawback of the weapon is that it drains the entire energy clip in every possible knowledge skill, one shot, giving the weapon a payload of one. How munchkins can combine these elements to their advantage is left as an exercise for the student.
* And let's not get into the stuff you can come up with when you mix sourcebooks and
even ones they've never heard of.other Palladium [=RPGs=]. One horrific example is the [[{{Anime/Robotech}} Zentraedi]] [[MightyGlacier Titan]] [[SuperSoldier Juicer]] [[{{Undead}} Murder-Wraith]]. For the uninitiated, that's a fifty-plus-foot giant zombie with thousands of MDC that can only be harmed by magic or silver weapons. Good luck getting a GM that will allow it to happen, but it's perfectly game-legal. Yet again, C.J Carella was responsible for Titan Juicers and Murder Wraiths.




[[folder: FATAL]]
While ''TabletopGame/{{FATAL}}'' is a terrible system, it has one spectacular GameBreaker. Your starting level, instead of being 1 like any sensible game, is the square root of the number of years you've been following your profession. Now, this means that a character who has spent 400 years at their job is maximum level from the get-go. Dwarves have their age rolled on 1d1000, and start work before 200. There's also damage XP, which is awarded per class that gets damage XP - so, if you have a few levels in three classes that gain damage XP, you can level up three times faster than someone playing a pure class. The only counterbalance? The assumed KillerGameMaster, and considering your GM is [[BrainBleach likely drinking heavily in an effort to forget some of the things in the rulebook]]...
* In addition, playing a large race and raping enemies in the ear is absurdly easier and more lethal than attacking them normally. OrSoIHeard.

to:

\n[[folder: FATAL]]
While ''TabletopGame/{{FATAL}}'' is
SenZar]]
''TabletopGame/SenZar'' seems to hate the gamemaster with
a terrible system, it has one spectacular GameBreaker. Your passion. The "status" power increases a player character's starting level, instead of being 1 like any sensible game, is the square root of the number of years you've been following your profession. Now, this means that money from 1,000 Stars to 1,000,000, in a game with a comically challenging artificing system. Proper munchkinisation can result in a player character who starting with an armour value of 100, and being armed with a weapon which has spent 400 years at their job is maximum level from the get-go. Dwarves have their age rolled on 1d1000, and start work before 200. There's also a +10 attack bonus, causes an automatic 300 points of damage XP, which is awarded per class that gets damage XP - so, if will not heal short of 8th Order Magic while healing you have a few levels in three classes that gain damage XP, for every point it deals, and forces any human you hit with it to make a power save or instantly die. [=SenZar=] is probably the only game where a starting character can level up three be armed with a weapon able to kill a normal player character 20 or 30 times faster than someone playing a pure class. The only counterbalance? The assumed KillerGameMaster, and considering your GM is [[BrainBleach likely drinking heavily in an effort to forget some of the things in the rulebook]]...
* In addition, playing a large race and raping enemies in the ear is absurdly easier and more lethal than attacking them normally. OrSoIHeard.
over.



[[folder: Eon]]
In ''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.

to:


[[folder: Eon]]
In ''Eon'', you can create an extremely lethal fire spell that makes
Shadowrun]]
* Hacking had a surprising tendency to be broken in Shadowrun 4th edition. Due to the relatively low limit on the maximum System score,
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 computer which wasn't protected by a spider could be relatively easily hacked even by a starting character. This was made worse by 4th Edition's introduction of "Commlinks", basically the victims entire body). It's a 3rd level spell, but superpowered smartphones, which meant that almost any of an individual's data could simply be hacked off their relatively-insecure commlink (rather that having to find 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 wider scope 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.
cyberspace)



[[folder: Nobilis]]
In ''TabletopGame/{{Nobilis}}'', reality is written in a language of flowers. "Flowers" is technically an available Estate. This would create nigh-omnipotence even by the standards of a game where shooting down the sun is considered a fun afternoon.

to:

[[folder: Nobilis]]
In ''TabletopGame/{{Nobilis}}'', reality
Star Wars [=d20=]]]
Stun in ''TabletopGame/StarWarsD20'' Revised
is written somewhere between ThatOneRule and a GameBreaker. If you hit with a stun attack, your enemy must save or be helpless, losing all dexterity, granting a +2 to hit to all attackers, and drops what they are holding for a few turns of combat. If they do save, it happens anyway for one round. Again, this is for every hit, so a party can simply tie up a single, powerful enemy, regardless of size (think rancor) and whittle it down at virtually no risk to themselves. Even if the enemy breaks the loop because all the party members using stun weapons miss (unlikely), they have to take move actions to get their weapons back into their hands, allowing maybe an attack or two before the CycleOfHurting continues. Do not do this to your players, even as a joke.
* Another big gamebreaker was one ability of the Elite Trooper PrestigeClass, called 'Deadly Strike'. To qualify for the class at the earliest opportunity, one had to be a sixth level Soldier, then gain nine levels
in the Prestige Class. Hard to get? Possibly. The benefit for your patience and hard work? The character in question makes a language full-round action to perform a single attack, that deals '''maximum possible damage''' regardless of flowers. "Flowers" is technically an available Estate. a critical hit. This would create nigh-omnipotence attack has a doubled critical threat range, and gains a plus '''four''' to hit. This is coupled with the character's already high plus fifteen to hit from base attack, plus whatever dex bonus they may have, ''plus'' any other bonuses, feats, or special abilities to boot! What does this all add up to? On a crit, even by with a measly blaster pistol, anyone getting hit '''dies''', and the standards odds are that the average to-hit bonus is going to be '''twenty-five''' before rolling the d20. Couple this with a blaster cannon, the resident energy BFG, and a few good critical hits, and this character has a decent chance of taking out anything less than a game where shooting frigate in orbit, '''by himself, from the ground, in roughly two minutes'''. Any starfighter will be dust in roughly three to five rounds, long before the pilot can even ''see'' the tiny speck down on the sun is considered a fun afternoon.ground blasting at it. A round being six seconds long, that amounts to eighteen to thirty seconds, per ship.



[[folder: SenZar]]
''TabletopGame/SenZar'' seems to hate the gamemaster with a passion. The "status" power increases a player character's starting money from 1,000 Stars to 1,000,000, in a game with a comically challenging artificing system. Proper munchkinisation can result in a player character starting with an armour value of 100, and being armed with a weapon which has a +10 attack bonus, causes an automatic 300 points of damage that will not heal short of 8th Order Magic while healing you for every point it deals, and forces any human you hit with it to make a power save or instantly die. [=SenZar=] is probably the only game where a starting character can be armed with a weapon able to kill a normal player character 20 or 30 times over.

to:


[[folder: SenZar]]
''TabletopGame/SenZar'' seems
Star Wars (Fantasy Flight)]]
* The Auto-fire rule, which allows advantages rolled on dice
to hate be spent to have a weapon hit multiple times, is notoriously broken due to the gamemaster with a passion. The "status" power increases a player character's starting money from 1,000 Stars to 1,000,000, damage multiplication it allows. Even powerful enemies can be mown down in a game with a comically challenging artificing system. Proper munchkinisation can result hail of bullets in a player single round.
* There are a range of Knowledge skills available, all of which use Intellect as their base stat. However, there is no trained/untrained skill system in FFG Star Wars; a
character starting with an armour value of 100, and being armed with who doesn't have a weapon which has a +10 attack bonus, causes an automatic 300 points of damage specific skill can still roll their entire base stat. This means that will not heal short of 8th Order Magic while healing you for every point it deals, and forces any human you hit with it to make a power save or instantly die. [=SenZar=] is probably the only game where a starting character can be armed with a weapon able to kill a normal player character 20 or 30 times over.high base intellect knows ''everything'', as if he/she had dice in every possible knowledge skill, even ones they've never heard of.



[[folder: Wild Talents]]
The designers of the superhero [=RPG=] ''TabletopGame/WildTalents'' freely admit that their (fairly generic) powers-creation system can be easily abused if players are so inclined. The 2nd Edition rulebook even comes with a free example describing how to build a power that will allow the character who has it to extinguish the sun...
[[/folder]]



[[folder: Racial Holy War]]
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.
** Even worse is the [[DesignatedHero Hero]] class which gives a substantial boost to the Heroism stat and makes all [[RousingSpeech Rouse]] checks automatically succeed. Because the MoraleMechanic works by adding the whole group's Heroism together for defense and Intimidation for attack and Rouse checks add a set amount to both stats for EACH character based on the Hero's ranks in Rouse, this means that it's nigh-impossible for the party to be intimidated by opponents and will almost always make enemies run in panic. And fleeing opponents can't fight back. And give the party free turns to shoot at them. Worst of all, since multiple Heroes' Rouse checks can stack with each other this means this trick can be pulled at character creation.

to:

[[folder: Racial Holy War]]
Just-as-stupid RPG ''TabletopGame/RacialHolyWar'' (yes, seriously)

[[folder:The Witcher: Game of Imagination]]
[[TabletopGame/TheWitcherGameOfImagination The Witcher]] got a fair share of game-breakers that can turn fighting into nothing more than declaring who got killed on your turn. To be fair, every type of character can got his own game-breaker and the game-breakers by themselves are nothing more than a way of showing how badass your character
is [[GameBreakingBug broken]] anyway, but at the point when they are possible to conduct. It's very important to understand how the successes and difficulties are counted, as each of the gamebreakers heavily relies on [[ReadTheFreakingManual how bonus damage and/or Defence ratings are counted]], so they are not as obvious as they seem here. In the case of CriticalHit every of those techniques turns into ThereIsNoKillLikeOverkill. Each Hit Roll goes on the same principle: there is a Defence rating of the attacked and skill of the attacker. Defence is lowered by skill and adjusted by potential modifiers (weather, light, being mounted and so on). This provide an equation Defence - Skill + (Positive and Negative Modifiers) = Amount Of Required Successes To Hit. Success is any outcome of 4 or above on standard dice (the game is based exclusively on d6) and the amount of dice taken for roll is equal to the Statistic of linked skill, so ''Shooting'' and ''Throwing'' are under Perception, while ''Armed combat'', ''Unarmed combat'' and [[MagicalGesture all forms of magic (Spellcasting, Witchers' Signs and Prayers)]] are under Dexterity. The higher the Stat, the easier it is to get sufficient amount of successes, even with low skills.
* [[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 fearsome amounts of alcohol and inbreeding you fail the Hit Roll. Attacks aimed for head have convinced 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 actually jury-rig the rules score a hit is translated 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'', 3 points of damage. And since the ability difficulty of an experienced athlete 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 ignore 35 damage with a chainsaw to the head character with ''average'' Stats, without critical hits or anti-tank weapon is well known.
**
any elaborate tactics. More. Even worse is the [[DesignatedHero Hero]] class which gives a substantial boost if you fail to the Heroism stat 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 makes all [[RousingSpeech Rouse]] checks 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 succeed. Because 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 MoraleMechanic works by adding penalty from such shot (after all, your enemy has low Defence) and get the whole group's Heroism together for defense and Intimidation for attack and Rouse checks add damage multiplier. Aiming cost a set amount to both stats for EACH single [[{{Mana}} Combat Point]], while most ''average'' character based on the Hero's ranks in Rouse, this means that it's nigh-impossible for the party to be intimidated by opponents and will almost always make enemies run in panic. And fleeing opponents 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]].
** And then the first expansion introduced combat manoeuvre ''[[RainOfArrows Repeated Shot]]'', which is also known as ''[[FanNickname Legolas shot]]''. Archers can fire in single round amount of arrows equal to their skill, targetting each of them as they please. Certain dryad splat was originally planned to start with it, ''without'' having the pre-requested skill level and another manoeuvre, but it was cancelled after the authors realised how absurdly powerful this would be.
** Traits and perks make distance
fight back. And give so broken that it gets simply boring to play as ranger - ''Hawk-eye'' lowers difficulty for all visual Perception (like aiming) by 1 and halves distance penalties, ''Professional'' adds another dice for rolls of chosen Stat and ''Specialisation'' lowers difficulty by 1 for using chosen type of weapon and grants additional +2 of fixed damage.
** ''Throwing'' works under
the party free turns to shoot at them. Worst of all, since multiple Heroes' Rouse checks can stack same principles, but thrown weapons generally deal less damage and on shorter distances. Of course that doesn't mean you can't obliterate someone with a javeline in the face if you wish. Or ''a pebble''.
* [[KillItWithFire Basic fire spells]] - Fire Arrow and Ball Lightning - by themselves are nothing special and easy to dodge or just ''block''. Spells in general are rather timid in their effectivness, but can became ''very'' powerful if overcharged, gaining additional effects in the process. Not to mention that you can add a single [[{{Mana}} Arcane Point]] to
each of dice used for roll, having a better chance for additional successes. Since Defence against magic is usually low for non-magical character, and they make most of the population, it's generally easy to exploit described above "low Defence" technique for Spellcasting, but not really cost-efficient, as spells churm ''a lot'' of Arcane Points. Here however comes additional successes and perks. With more successes than required player may choose their effect and one of them for spells is lower intake of Points. For direct damage spells there is also standard +3 damage for each additional success. One of perks lowers the initial cost of chosen group of spell, their difficulty by 1 ''and'' Defences against it by 1, while other halves cost of chosen spell and can be picked numerous times for different spells. And don't forget about perk lowering difficulty of chosen spell by 1. By picking them all you can make Fire Arrow and Ball Lighting considerably easier (both are from pyromancy group) and cheaper to cast. In fact, they both will cost a single Arcane Point to cast and won't require any successes against typical enemies, so you know the drill already. Those perks turn Fire Arrow into MagicMissileStorm MagikarpPower, while Ball Lighting can be additionally overcharged to "just" kill everything [[SplashDamage in absurdly large radius]] without using whole reserve of Arcane Points for single spell. This can be made ''even more broken'' if your character always [[ElementalPowers recharge Arcane Points from fire]], which cancels inherit difficulty of fire spells from being hardest element to tame. In fact, the sole "get your Points from element related with spells you want to cast" is possible from the get-go and makes life easier for mages - while there is a penalty from using wrong source of Points, it's often the only difficulty for casting spells, so it can be ignored most of the time be sheer skill.
** It's also notable because how ''easy'' it is to get all of those and how the game is [[PetPeeveTrope very vocal against]] LinearWarriorsQuadraticWizards - fandom often claims that
this game-breaker is intentionally so easy to get to avoid problems with {{Squishy Wizard}}s and mages going quadratic with skill progression.
* PsychicPowers: Why even bother with fighting your enemies if you can turn them into [[AndIMustScream drooling morons]] [[FateWorseThanDeath for the rest of their lives]]? The only thing required to do so is to maintain a PsychicLink for long enough to win a conflict test based on psychics and their victims Willpower and then do whatever Psychics want with them - which
means it could end after a single round with good rolls or poor stats of victim. Turning them into retards at this point of mental battle is as easy as plain hypnosis trick of "jump on one leg". Unless the psychics are too preoccupied with their surroundings (like fighting or having to act fast), they have almost no penalties for using their powers.
* Aard Sign from ''Witchers' Signs'' is ''very'' potent for a simple reason. While all it does in basic version is knocking people down, ''it doesn't cost an action to cast''. So a witcher can cast it, knock his enemy to the ground and then just finish him or her with sword (described above "low Defence" technique) in the same round. Or throw some object on swarm of enemies and then get the closest one. Or stop a ranger, while dealing with his melee friends. Or even stop a projectile in the mid-air if timed properly. The applications are countless. And as {{Magic Knight}}s witchers can cast their Signs using both Arcane and Combat Points, which allows them to use much more fancy actions than any other type of character before running out of juice. PurposelyOverpowered indeed.
*** Heliotrop, another Sign, also doesn't cost an action, so witchers can fight mages effortlessly, blocking their spells while charging toward them ''or'' backfiring spells in close quarters, as Heliotrop creates a shock wave after blocking magic - something that a witcher can handle, but can take a magic user by surprise.
* Skill ''Dodge'' after [[MagikarpPower certain threshold]]. With 3 points invested, it no longer cost an action, so a character can dodge and do something else in the same round. With perk ''Additional dodge'', character can dodge twice per round ''and'' still perform another action. Combine it with above description of Aard Sign and witchers are virtually untouchable.
** Or combine it with combat manoeuvre ''Rebound Attack''. While it consumes a single opportunity to dodge, it allows to perform a counter-attack after relatively easy roll. Without using your action, as it's a dodge, not an attack. And your enemy didn't score a hit of course. Gets really nasty when ''Additional dodge'' and combat manoeuvre allowing second attack are present - you can obliterate your enemy in single round while remaining untouched from any attacks. This can be used even on monsters.
* Attacking unaware targets and[=/=]or remaining unseen reduces their defences against physical attacks to 1, ''no matter what''. This makes stealth attacks extremely lethal, as it's perfectly possible to perform OneHitKill blows, combining all the different rules for low defense with extra damage output, precise aiming and in general pull things that normally would ramp the difficulty of the attack UpToEleven.
** Ambushes are the second reason why dryads are extremely dangerous to face as enemies. Due to their status as {{Stealth Expert}}s, they are perfectly capable of ''maintain their stealth even after sending'' ''RainOfArrows''.
** Gabriel, a mini-crossbow lifted from the saga and introduced in later expansions, combines all the powerful elements of ranged combat with surprised attacks. It's designed as a concealed weapon, hidden in a wide sleeve and such. While it has a pitful range amd relatively low damage, it still follows all the rules of ranged combat, making it perfectly possible to [[NoRangeLikePointBlankRange put a headshot at point-blank range]]. And most importantly, due to their size, gabriels can be reloaded with ease and ''shot twice per round'', which makes them ''the'' most broken weapon in the game.
* As insignificant as it sounds, the bonus 5 Skill Points all humans get for free during character creation allows to rise any of the starting skills from 1 to 3. It is entirely possible to get any of those skills to level 4, allowing an auto-success without a roll in basic checks, ''cheaper'' than rising any skill to 3 with any other race (5 points from 1 to 3 vs 4 points from 3 to 4). Even without any min-maxing involved, it's still a free level 3 skill.
* ''Vigour'' is probably the most undervalued skill in entire game, while being single-handly responsible from keeping characters alive and immune to most damage and even death itself. Any form of save check will be based on ''Vigour''. Bleeding, poisoning, suffocation, disabling pain, being close to death, hypothermia, possible broken limbs, head trauma... they all require to pass ''Vigour'' check or suffer the consequences. In most cases that means dying on the spot. Sufficiently high, it can turn a character into a NoSell juggernaught that can't be stopped by anything short from being physically destroyed. It's especially useful against all the dirty trick that
can be pulled in brawling, since high ''Vigour'' is equal to being ImmuneToFlinching and all the nasty effects of ''Unarmed'' combat manoeuvres.
* Perks lowering intake of Combat and Arcane Points are considerably unbalanced. The first one change price of chosen combat manoeuvre to 2/3 of original, which is irrevelant for low-tier, but makes all the high-tier moves very cost-efficient. The one for Arcane Points ''halves'' the price, which allows to [[MagicMissileStorm spam spells]].
** Perks expanding the maximum pool of both Combat and Arcane Points are even worse in this regard. Not only they both increase the pool by 5, but they can be also bought three times each. And they are ''much'' cheaper than those mentioned above, while the points can be used for all kinds and sorts of manoeuvres and spells.
* The trait ''Lucky'' is this for all skills. Normally, you get a critical success when you roll a 6 on Fate Dice. With this trait, a 5 is also a critical success. Thus, by using {{Charged Attack}}s in fighting, you can easily got crits with just a 4... or a ''3'' if you are using a charged ''Riposte'' combat manoeuvre. In normal circumstances a ''3 is not even counted as success''. But to get this trait you must first shed 5 Stat Points, which is almost impossible without lots of MinMaxing or creating a wimpy, ''very'' hard to grind character.
* ''Riposte'' combat manoeuvre by itself can qualify as a game-breaker. Whenever used, it adds 1 to outcome of each dice during Hit Roll, costing 3 Combat Points. So having Dexterity higher than 3 means you save Points. Oh, and you can ''still'' charge ''Riposte'' with Combat Points, so it can easily turn into +2 to outcome of each dice. With perk lowering cost of chosen combat manoeuvre, Riposte cost 2 Points, making it even more broken. Add to that ''Specialisation'' for specific weapon type, and the cost goes down to 1 when such weapon is used. By this point, for the standard price of 3 Combat Points, it's possible to augment two dice by +2, while remaining ones are +1.
* ''Combination of blows'', the ''Unarmed'' equivalent of ''Riposte''. One of the most basic hand-to-hand maneuvers, requiring barely any skill, cheap to use and without any drawbacks whatsoever. It allows to perform few stikes in a single, quick sequence, drastically multiplying the relatively low d3+Strength damage output of hand-to-hand combat. Since the source book wasn't precise about the limit, most players follow the provided example and cap it
at 3 hits per sequence, because otherwise this move can simply cause ''an overkill''. The entire sequence can be of course aimed at any body part, so a good brawler can easily render limbs and ribs broken or outright knock someone cold due to the extra multiplier for head trauma. The maneuver also comes with +1 to a single dice of choice during Hit Roll, so it's impossible to crit-fail it and much more likely to either get a critical hit or at least an extra success, further inflating the damage output.
** It can go a step further, when a
character creation.is wearing armoured gloves or something similar, since each hit will get +2 of fixed damage. Combined with perk ''Specialisation'', which is another +2, and suddenly the manoeuvre ''can't deal less than 18 damage'', while 21 or even 24 is even more likely, since barely anyone will make a boxer with 1 Strenght. To put that into perspective - an average character has 26 Vitality.
* ''Painful Stike'' and, to a lesser extent, ''GroinAttack'' can be extremely powerful, as people on the receiving end of them need to pass relatively hard check, or they are ''unable to fight for up to 6 rounds''. A series of Painful Stikes can render entire group of enemies unable to even stand straight, not to mention fight, without causing them any actual damage.
** Since the difficulty of saving throws against ''Painful Stike'' is equal to the damage it dealt, wearing a knuckle duster or armoured glove and thus gaining a fixed +2 to damage can make it virtually impossible to resist the pain. Combine that with ''Specialisation'' perk (another fixed +2 of damage) picked for fists and the ''minimal'' possible difficulty of the saving throw will be 7. It will take '''Legendary''' ''Vigour'' to even try to resist it. And it can go [[UpToEleven as far as 16]] with everything maxed out.
** Simply throwing a sudden punch during fight using weapons can completely change the situation, especially if combined with ''Painful Strike''. Defences against weapons and unarmed attacks are counted separetely, so great swordsmen may still have considerably low defences against attempt to get their nose smashed.
* The perk ''Splitting moves'' takes the game-breaking to a new level. Forget what you read till this point, because everything pales in comparison with ''Splitting moves''. Without it, characters can move to an enemy and hit him or hit an enemy and move away. With this perk, it's possible to move close, hit the enemy ''and'' move away. It's possible to be literally untouchable, without any need for dodging and suddenly turns Movement, THE official DumpStat, into the most important parameter, as it's used for one and one thing only - to measuring how big distance a character can cover in a single round.
* [[StanceSystem Fighting stances]] are an optional rule for this very reason - they are game-breaking enough [[UpToEleven to be pointed out as such in the source book]]. Each stance takes either ''Armed'' or ''Unarmed combat'' skills (depending which one is used) and changes them into additional buff. In case of defensive stance, your character becomes StoneWall - the skill is removed, but Defence is rised for the same amount, thus making characters virtually unhittable. Offensive stance turns the character into GlassCannon: it lowers Defence by skill, while doubling the skill itself, thus making it possible to hit anyone. Stances have a long list of other debuffs - they can be only used in close combat, you can't cast spells or use witcher's signs, no combat manoeuvres or charges are allowed and so forth. Then why they are game-breaking? You can still ''dodge'', which makes offensive stance doable for certain builds without being afraid of retribution. And defensive stance allows to block ''anything'', so who cares if you have hard time returning hits, if your enemies can't even touch you, as your Defence can go easily above 10 (meaning there is no way they can hit you regardless of skills and Stats) and that's without even taking outside factors into account. The defensive stance goes as far as allowing to pull YouShallNotPass against dozens of enemies if a character is placed in some choke point and thus can't be simply trampled.


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[[folder: Wild Talents]]
The designers of the superhero [=RPG=] ''TabletopGame/WildTalents'' freely admit that their (fairly generic) powers-creation system can be easily abused if players are so inclined. The 2nd Edition rulebook even comes with a free example describing how to build a power that will allow the character who has it to extinguish the sun...
[[/folder]]

4th Oct '17 11:02:01 AM digiman619
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** No discussion of broken prestige classes is complete without the ''Player's Guide to Faerun'' Incantatrix. First, the requirements: third-level spells, three skills you were already taking, a feat you were already taking, and a feat that you can actually ''buy.'' Most casters qualify by accident. It gives full spellcasting progression, which means it's automatically better than continuing with most caster classes. Most full casting prestige classes provide minor benefits or only run for a few levels, but the Incantatrix runs for ten - and its features are some of the strongest in the game, with four free metamagic feats, applying metamagic effects to an ally's spells (or your own), stealing continuous effects from enemy casters, and a capstone so overpowering that it's normally an epic feat. Pump up Spellcraft, and you can cast all your buffs at the start of the day, and Persist them at minimal effort. Picture a 20th-level wizard with Prismatic Sphere, Shapechange, Superior Invisibility, True Seeing, Haste, Freedom of Movement, Globe of Invulnerability, Elemental Body... all at the same time, all day long.

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** No discussion of broken prestige classes is complete without the ''Player's Guide to Faerun'' Incantatrix. First, the requirements: third-level spells, three skills you were already taking, a feat you were already taking, and a feat that you can actually ''buy.'' Most casters qualify by accident. It gives full spellcasting progression, which means it's automatically better than continuing with most caster classes. Most full casting prestige classes provide minor benefits or only run for a few levels, but the Incantatrix runs for ten - and its features are some of the strongest in the game, with four three free metamagic feats, feats[[note]]And considering that the only non-spell class features a wizard has is a familar (which rarely matters outside of scouting, and that's assuming it hasn't been traded away) and 4 bonus feats (one of which you will have already earned by getting to 5th level (the earliest entry into the class is 6th) the only downside is that they have to be metamagic feats and not item creation feats or Spell Mastery, (which is generally not worth the feat as its only needed if you lose your spellbook, and most DMs consider that to be a cheap tactic).[[/note]], applying metamagic effects to an ally's spells (or your own), stealing continuous effects from enemy casters, and a capstone so overpowering that it's normally an epic feat. Pump up Spellcraft, and you can cast all your buffs at the start of the day, and Persist them at minimal effort. Picture a 20th-level wizard with Prismatic Sphere, Shapechange, Superior Invisibility, True Seeing, Haste, Freedom of Movement, Globe of Invulnerability, Elemental Body... all at the same time, all day long.
1st Oct '17 8:00:07 PM Awesomekid42
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** One of the worst example of this is the Ranger spell ''Swift Quiver'', which normally gives a Ranger the ability to shoot twice from a weapon that uses a quiver as a bonus action, but can only be cast as a Level 5 Ranger spell. Since Rangers are a half-caster class, they don't get Level 5 spells until the very late levels. A bard, however, can snaffle the spell with Magical Secrets - and since a Bard is a full-caster, they get it 7 or 8 levels earlier than the class the spell is actually meant for (and even more if the Bard is from the College of Lore, where they can get the spell as early as level ''6''.

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** One of the worst example of this is the Ranger spell ''Swift Quiver'', which normally gives a Ranger the ability to shoot twice from a weapon that uses a quiver as a bonus action, but can only be cast as a Level 5 Ranger spell. Since Rangers are a half-caster class, they don't get Level 5 spells until the very late levels. A bard, however, can snaffle the spell with Magical Secrets - and since a Bard is a full-caster, they get it 7 or 8 levels earlier than the class the spell is actually meant for (and even more if the Bard is from the College of Lore, where they can get the spell as early as level ''6''.for .
1st Oct '17 7:48:56 PM Awesomekid42
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** One of the worst example of this is the Ranger spell ''Swift Quiver'', which normally gives a Ranger a double ranged attack as a swift action, but can only be cast as a Level 5 Ranger spell. Since Rangers are a half-caster class, they don't get Level 5 spells until the very late levels. A bard, however, can snaffle the spell with Magical Secrets - and since a Bard is a full-caster, they get it 7 or 8 levels earlier than the class the spell is actually meant for.

to:

** One of the worst example of this is the Ranger spell ''Swift Quiver'', which normally gives a Ranger the ability to shoot twice from a double ranged attack weapon that uses a quiver as a swift bonus action, but can only be cast as a Level 5 Ranger spell. Since Rangers are a half-caster class, they don't get Level 5 spells until the very late levels. A bard, however, can snaffle the spell with Magical Secrets - and since a Bard is a full-caster, they get it 7 or 8 levels earlier than the class the spell is actually meant for.for (and even more if the Bard is from the College of Lore, where they can get the spell as early as level ''6''.
1st Oct '17 7:35:49 PM Awesomekid42
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** They ''do'', however, have one solid counter in the "Moonbeam" spell, which immediately reverts them to their original shape and locks them out shifting again - [[UselessUsefulSpell until they leave the spell's area of effect, which is a paltry 5 yard diameter]].

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** They ''do'', however, have one solid counter in the "Moonbeam" spell, which immediately reverts them to their original shape and locks them out shifting again - [[UselessUsefulSpell until they leave the spell's area of effect, which is a paltry 5 yard foot diameter]].
25th Sep '17 10:30:17 AM hyphz
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[[folder: Shadowrun]]
* Hacking had a surprising tendency to be broken in Shadowrun 4th edition. Due to the relatively low limit on the maximum System score, any computer which wasn't protected by a spider could be relatively easily hacked even by a starting character. This was made worse by 4th Edition's introduction of "Commlinks", basically superpowered smartphones, which meant that almost any of an individual's data could simply be hacked off their relatively-insecure commlink (rather that having to find it in the wider scope of cyberspace)
[[/folder]]


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[[folder: Star Wars (Fantasy Flight)]]
* The Auto-fire rule, which allows advantages rolled on dice to be spent to have a weapon hit multiple times, is notoriously broken due to the damage multiplication it allows. Even powerful enemies can be mown down in a hail of bullets in a single round.
* There are a range of Knowledge skills available, all of which use Intellect as their base stat. However, there is no trained/untrained skill system in FFG Star Wars; a character who doesn't have a specific skill can still roll their entire base stat. This means that a character with a high base intellect knows ''everything'', as if he/she had dice in every possible knowledge skill, even ones they've never heard of.
[[/folder]]

25th Sep '17 10:17:29 AM hyphz
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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!

to:

* 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 [=CoDzilla=] may be dead, but now there's BoDzilla! [=BoDzilla=]!
** One of the worst example of this is the Ranger spell ''Swift Quiver'', which normally gives a Ranger a double ranged attack as a swift action, but can only be cast as a Level 5 Ranger spell. Since Rangers are a half-caster class, they don't get Level 5 spells until the very late levels. A bard, however, can snaffle the spell with Magical Secrets - and since a Bard is a full-caster, they get it 7 or 8 levels earlier than the class the spell is actually meant for.
* 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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