History GameBreaker / TabletopRPG

26th Apr '17 4:21:49 PM Jan_z_Michal
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26th Apr '17 4:21:45 PM Jan_z_Michal
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* High TL, but only if the GM allows it and it suits the campaign. Most likely byproduct of AncientAstronauts, TrappedInAnotherWorld and TimeTravel, it allows a character to use a higher tech-level than the baseline of the setting, thus having access to much better versions of the same skills and knowledge. It only costs 5 points per level, so at 20 points you can use modern skills in UsefulNotes/TheRenaissance, and at 30 - in Roman times. And obviously, High TL decreases or entirely removes penalties for jumping the technology curve, should the character have proper skills for that. Even such simple things like First Aid skill benefit greatly from High TL.

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* High TL, but only if the GM allows it and it suits the campaign. Most likely byproduct of AncientAstronauts, TrappedInAnotherWorld and TimeTravel, being [[AncientAstronauts Ancient Astronaut]], TimeTravel or ending up TrappedInAnotherWorld, it allows a character to use a higher tech-level than the baseline of the setting, thus having access to much better versions of the same skills and knowledge. It only costs 5 points per level, so at 20 points you can use modern skills in UsefulNotes/TheRenaissance, and at 30 - in Roman times. And obviously, High TL decreases or entirely removes penalties for jumping the technology curve, should the character have proper skills for that. Even such simple things like First Aid skill benefit greatly from High TL.
26th Apr '17 4:19:15 PM Jan_z_Michal
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* High TL, but only if the GM allows it and it suits the campaign. Most likely byproduct of TrappedInAnotherWorld and TimeTravel, it allows a character to use a higher tech-level than the baseline of the setting, thus having access to much better versions of the same skills and knowledge. It only costs 5 points per level, so at 20 points you can use modern skills in UsefulNotes/TheRenaissance, and at 30 - in Roman times. And obviously, High TL decreases or entirely removes penalties for jumping the technology curve, should the character have proper skills for that. Even such simple things like First Aid skill benefit greatly from High TL.

to:

* High TL, but only if the GM allows it and it suits the campaign. Most likely byproduct of AncientAstronauts, TrappedInAnotherWorld and TimeTravel, it allows a character to use a higher tech-level than the baseline of the setting, thus having access to much better versions of the same skills and knowledge. It only costs 5 points per level, so at 20 points you can use modern skills in UsefulNotes/TheRenaissance, and at 30 - in Roman times. And obviously, High TL decreases or entirely removes penalties for jumping the technology curve, should the character have proper skills for that. Even such simple things like First Aid skill benefit greatly from High TL.
26th Apr '17 3:57:43 AM Jan_z_Michal
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* Gizmo. A 5 point advantage allowing a character to pull a small object from {{Hammerspace}} whenever needed, as long as it's within the possible gear the character could carry. The description provides an example of pulling dry matches from a pocket to light a fuse right after after diving or being thoroughly searched and yet pulling a hidden gun when put in front of the BigBad. Oh, and Gizmo has levels, so it's 5 points for item that can be pulled whenever characters need one. The most common use is about ''always'' having a lockpick when the plot demands it.

to:

* Gizmo. A 5 point advantage allowing a character to pull a small object from {{Hammerspace}} whenever needed, as long as it's within the possible gear the character could carry. The description provides an example of pulling dry matches from a pocket to light a fuse right after after diving or being thoroughly searched and yet pulling a hidden gun when put in front of the BigBad. Oh, and Gizmo has levels, so it's 5 points for per item that can be pulled whenever characters need one. The most common use is about having ''always'' having a lockpick on character when the plot demands it.
26th Apr '17 3:04:49 AM Jan_z_Michal
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Due to [[PointBuildSystem the very nature]] of TabletopGame/{{GURPS}}, it's relatively easy to land such combinations of advantages and skills, ''but'' it charges so many points that your character may end up a BunnyEarsLawyer to get there. Or never get there due to point limit. Said that, there are few relatively cheap tricks allowing to break the game without spending more than 30 points onf them

to:

Due to [[PointBuildSystem the very nature]] of TabletopGame/{{GURPS}}, it's relatively easy to land such combinations of advantages and skills, ''but'' it charges so many points that your character may end up a BunnyEarsLawyer to get there. Or never get there due to point limit. Said that, there are few relatively cheap tricks allowing to break the game without spending more than 30 points onf on them



* First level of better appearance, Attractive, costs 4 points. It helps with pretty much ''all'' social skills and adds default +1 to reaction checks. While higher levels of better appearance cost a lot of points with purely roleplaying value, Attractive has too good to skip point-to-usefulness ratio for TheFace

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* First level of better appearance, Attractive, costs 4 points. It helps with pretty much ''all'' social skills and adds default +1 to reaction checks. While higher levels of better appearance cost a lot of more points with almost purely roleplaying value, Attractive has too good to skip point-to-usefulness ratio for TheFace[[TheFace party's face]].
26th Apr '17 2:52:44 AM Jan_z_Michal
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** To a lesser extent, just having access to higher TL ''tools'' makes a massive difference, especially in low TL games. Should character have proper skills and be from proper (or higher) TL, it's very easy to make TL4 (early-modern period) tools with access to TL2 (Iron Age) resources, providing an absurd +4 bonus to their users and negating the -10 penalty when trying to build or make other TL4 things. GivingRadioToTheRomans is just a matter of finding a sponsor who will pay for initial investments.

to:

** To a lesser extent, just having access to higher TL ''tools'' makes a massive difference, especially in low TL games. Should character have proper skills and be from proper (or higher) TL, it's very easy to make TL4 [=TL4=] (early-modern period) tools with access to TL2 [=TL2=] (Iron Age) resources, providing an absurd +4 bonus to their users and negating the -10 penalty when trying to build or make other TL4 [=TL4=] things. GivingRadioToTheRomans is just a matter of finding a sponsor who will pay for initial investments.
26th Apr '17 2:52:16 AM Jan_z_Michal
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* First level of better appearance, Attractive, costs 4 points. It helps with pretty much ''all'' social skills and adds default +1 to reaction checks. While higher levels of better appearance cost a lot of points with purely roleplaying value, Attractive has too good to skip point-to-usefulness ratio for TheFace
* High TL, but only if the GM allows it and it suits the campaign. Most likely byproduct of TrappedInAnotherWorld and TimeTravel, it allows a character to use a higher tech-level than the baseline of the setting, thus having access to much better versions of the same skills and knowledge. It only costs 5 points per level, so at 20 points you can use modern skills in UsefulNotes/TheRenaissance, and at 30 - in Roman times. And obviously, High TL decreases or entirely removes penalties for jumping the technology curve, should the character have proper skills for that. Even such simple things like First Aid skill benefit greatly from High TL.
** To a lesser extent, just having access to higher TL ''tools'' makes a massive difference, especially in low TL games. Should character have proper skills and be from proper (or higher) TL, it's very easy to make TL4 (early-modern period) tools with access to TL2 (Iron Age) resources, providing an absurd +4 bonus to their users and negating the -10 penalty when trying to build or make other TL4 things. GivingRadioToTheRomans is just a matter of finding a sponsor who will pay for initial investments.
26th Apr '17 2:29:59 AM Jan_z_Michal
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Due to [[PointBuildSystem the very nature of the game]], it's relatively easy to land such combinations of advantages and skills, ''but'' it charge so many points that your character may end up a BunnyEarsLawyer. Said that, there are few relatively cheap tricks allowing to break the game without spending more than 30 points onf them

to:

Due to [[PointBuildSystem the very nature nature]] of the game]], TabletopGame/{{GURPS}}, it's relatively easy to land such combinations of advantages and skills, ''but'' it charge charges so many points that your character may end up a BunnyEarsLawyer.BunnyEarsLawyer to get there. Or never get there due to point limit. Said that, there are few relatively cheap tricks allowing to break the game without spending more than 30 points onf them



* Talent advantages, especially when custom-made. Most [=GMs=] simply don't allow making custom Talents due to their absurd potency, or ban any other than Minor version. Depending on tier, Talent adds +1 to 6, 12 or 18 skills covered by said talent, for the price of 5, 10 or 15 points. In all versions Talent also provides reaction bonus to other users of covered skills, so it's very easy to impress [=NPCs=] while simply performing routine tasks.
* High Manual Dexterity. For 5 points, it adds +1 to ''all skills'' related with delicate handiwork. And it has levels, so for 20 points you can gain +4 bonus to 11 different skills and Dexterity-based checks of another 20, making a character an instant expert and great performer even with minimal training in those skills ''or none at all''. As you might notice, it's twice as effective as described above Talent and yet it's almost never banned


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* Talent advantages, especially when custom-made. Most [=GMs=] simply don't allow making custom Talents due to their absurd potency, or ban any other than Minor version. Depending on tier, Talent adds +1 to up to 6, 12 or 18 skills covered by said talent, for the price of 5, 10 or 15 points. In all versions Talent also provides reaction bonus to other users of covered skills, so it's very easy to impress [=NPCs=] while simply performing routine tasks.
* High Manual Dexterity. For 5 points, it adds +1 to ''all skills'' related with delicate handiwork. And it has levels, so for 20 points you can gain +4 bonus to 11 different skills and Dexterity-based checks of another 20, making a character an instant expert and great performer even with minimal training in those skills ''or none at all''. As you might notice, it's twice as effective as described above Talent and yet it's almost never banned
26th Apr '17 2:25:54 AM Jan_z_Michal
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[[folder: GURPS]]
Due to [[PointBuildSystem the very nature of the game]], it's relatively easy to land such combinations of advantages and skills, ''but'' it charge so many points that your character may end up a BunnyEarsLawyer. Said that, there are few relatively cheap tricks allowing to break the game without spending more than 30 points onf them
* Any skills that is at least 17 (or 16 with related Talent advantage) can only fail when the player rolls 18 during 3d6 checks, which has 2.8% chance of happening. Since skills are related with level of specific statistic, and Easy skills don't get any penalty, it's ridiculosly easy to make a character with 13 baseline skill (from stats) and then spend 12 points on the related skill to reach the 17.
* Talent advantages, especially when custom-made. Most [=GMs=] simply don't allow making custom Talents due to their absurd potency, or ban any other than Minor version. Depending on tier, Talent adds +1 to 6, 12 or 18 skills covered by said talent, for the price of 5, 10 or 15 points. In all versions Talent also provides reaction bonus to other users of covered skills, so it's very easy to impress [=NPCs=] while simply performing routine tasks.
* High Manual Dexterity. For 5 points, it adds +1 to ''all skills'' related with delicate handiwork. And it has levels, so for 20 points you can gain +4 bonus to 11 different skills and Dexterity-based checks of another 20, making a character an instant expert and great performer even with minimal training in those skills ''or none at all''. As you might notice, it's twice as effective as described above Talent and yet it's almost never banned
* Gizmo. A 5 point advantage allowing a character to pull a small object from {{Hammerspace}} whenever needed, as long as it's within the possible gear the character could carry. The description provides an example of pulling dry matches from a pocket to light a fuse right after after diving or being thoroughly searched and yet pulling a hidden gun when put in front of the BigBad. Oh, and Gizmo has levels, so it's 5 points for item that can be pulled whenever characters need one. The most common use is about ''always'' having a lockpick when the plot demands it.
* Magery. Spells are casted by rolling an IQ check. It costs 20 points to rise IQ by 1. Magery counts as +1 to IQ checks when casting spells, while it costs ''10 points per level''. Yeah. And while IQ is by far the most useful stat to have high, Magery allows to ease up EarlyGameHell in low-point games and helps to avoid ending up with SquishyWizard.
* Combat Reflexes are so fundamentally broken, it's hard to find any combat-oriented character without them. For measly 15 points, it adds +1 and +2 to variety of fast reaction skills, makes character ''immune'' to freezing in combat and also counts as a massive +6 bonus to InstantWakingSkills. More, ''entire party'' gains +1 to defense against surprise attacks and ''+2 if the character is a designated party leader''.
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25th Apr '17 6:58:04 PM ShaggySparrow
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* Someone in the design team seems to really like Bards, because the Bard is seriously overpowered in 5th edition. For starters, Jack of All Trades now gives bonuses to skills you don't have rather than just negating penalties, this effectively means that there will never be a situation where the Bard cannot solve it with the direct approach. Though if THAT should fail then the Bard can just keep trying different appropriate skill checks until they find the one that works. Did we mention that this is an ability you get automatically? At level 2? While the lower dice bonus (half your proficiency bonus rather than full) seems like it might impede you it really doesn't: The bonus is so small at early levels you will only be at a 1 point loss or so. By the time the gap widens you've obtained more than enough power to make it a moot point. Especially since your spells now go up to level 9 (Apparently "Dabbling in magic" means a greater spell progression than the WARLOCK). While your spell list would be fine in of itself, the Bard also gets an insanely OP ability that lets them take spells from other classes spell lists, up to the maximum spell level you can use, regardless of what archetype you end up picking (Though the College of Knowledge does give it to you earlier). This even lets you pick spells from levels that the class would normally have to be epic level to reach (Such as level 8 or 9 Warlock spells). What should be the most all-rounder class in the game ends up being a specialist in almost every field except physical combat and even then you're not bad, just not great at it. Though the right cantrips also make this a moot point. CoDzilla may be dead, but now there's BoDzilla!
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