History GameBreaker / TabletopRPG

16th Aug '16 4:59:21 AM Morgenthaler
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* The first edition of ''WarhammerFantasyRoleplay'' contained several somewhat ill-considered spells, the most infamous of all being the innocuous-sounding Glowing Light. Glowing Light is a very basic Petty Magic spell used to turn any handy useless object into a disposable torch. At least, that's what it was ''supposed'' to be used for. The spell description actually just said "The object glows brightly for one hour, and then vanishes." ''And then vanishes.'' Most novice wizards considered that a one hour time-delay was a fair price to pay for the power to vaporise anything they could lay their hands on.
* Any tabletop RPG that allows "point-buy" character design is vulnerable to GameBreaker characters. The [[GreenLanternRing Variable Power Pool]] ability in ''HEROSystem'' is particularly infamous.
** ''MutantsAndMasterminds'' has been nicknamed "[[MinMaxing Min-Maxers]] and {{Mary Sue}}s" for a reason. 4chan's /tg/ is just full of M&M characters using the gamebreaking for fun. For instance, [[http://suptg.thisisnotatrueending.com/archive/9632490/ Ball of Arms Man]] 360 degrees of punch!
** In ''{{GURPS}}'' someone built an advantage named [[http://forums.sjgames.com/showpost.php?p=239055&postcount=216 M.U.N.C.H.K.I.N.]] that allows you to ''disintegrate the entire universe'' for 53 points in a game where a "career adventurer" is expected to start at 200 points.

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* The first edition of ''WarhammerFantasyRoleplay'' ''TabletopGame/WarhammerFantasyRoleplay'' contained several somewhat ill-considered spells, the most infamous of all being the innocuous-sounding Glowing Light. Glowing Light is a very basic Petty Magic spell used to turn any handy useless object into a disposable torch. At least, that's what it was ''supposed'' to be used for. The spell description actually just said "The object glows brightly for one hour, and then vanishes." ''And then vanishes.'' Most novice wizards considered that a one hour time-delay was a fair price to pay for the power to vaporise anything they could lay their hands on.
* Any tabletop RPG that allows "point-buy" character design is vulnerable to GameBreaker characters. The [[GreenLanternRing Variable Power Pool]] ability in ''HEROSystem'' ''TabletopGame/HEROSystem'' is particularly infamous.
** ''MutantsAndMasterminds'' ''TabletopGame/MutantsAndMasterminds'' has been nicknamed "[[MinMaxing Min-Maxers]] and {{Mary Sue}}s" for a reason. 4chan's /tg/ is just full of M&M characters using the gamebreaking for fun. For instance, [[http://suptg.thisisnotatrueending.com/archive/9632490/ Ball of Arms Man]] 360 degrees of punch!
** In ''{{GURPS}}'' ''TabletopGame/{{GURPS}}'' someone built an advantage named [[http://forums.sjgames.com/showpost.php?p=239055&postcount=216 M.U.N.C.H.K.I.N.]] that allows you to ''disintegrate the entire universe'' for 53 points in a game where a "career adventurer" is expected to start at 200 points.



* Second Edition ''{{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.

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* Second Edition ''{{Exalted}}'': ''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.



* ''{{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''. 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.

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* ''{{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''. 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.
27th Jul '16 12:43:02 PM AnonFangeekGirl
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*** One disadvantage to ''Wild Shape'' is that you can't cast spells in animal form- unless you take the ''Natural Spell'' feat, which lets you do just that. This combination allows druids to have their cake and eat it too, gaining the animal's combat ability along with their druidic spells.
9th Jul '16 2:44:35 PM DoctorTItanX
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** Almost anything can be a game breaker if taken to a great enough extreme. Characters can instantly end every encounter with a successful Diplomacy check which it is possible to render impossible to fail at a very, very low level. This is only the tip of the iceberg; even without exploitative min-maxing, all the spellcasting classes are almost hopelessly broken by seventh level, and canny players can break the game with low-level spells like ''Color Spray'', ''Sleep'', and ''Glitterdust''. The so-called "save or suck" spells all instantly incapacitate monsters or otherwise render them unable to fight, and many of these spells exist even at the lowest levels, allowing spellcasters to bypass the entire hit point system and kill monsters with a single roll. Worse, spellcasters also have huge levels of flexibility and can make themselves effectively invincible against many ordinary attacks, have near-infinite mobility by mid-levels, have the best offensive and defensive capabilities, ''and'' are the best at making magic items, which themselves can often act as game breakers or exaggerate a character's game-breaking abilities. Even non-spellcasting classes can frequently do incredibly broken things, such as dealing more damage than any monster has hit points in a single round by mid-levels. As is noted in the unofficial (but widely accepted) tier list for the game, the third tier is not an insult to characters. A third-tier character is capable of defeating any monster in the game; they simply are not God.
** It's worth noting that, unlike with video games, it's common accepted practice for the DM to limit the options available to players to a subset of what is available and to disallow the LoopholeAbuse that most of these builds are built on. And if the players do end up building a completely broken character anyway, they'll generally work with the DM to make adjustments so the game is still fun for everyone. So unlike with video games, it's okay for a Tabletop RPG to risk combinatorial explosion by continually giving the players more options.
** With the right builds, Clerics and Druids have the potential to be very overpowered. This is so well known that it has a name: "[=CoDzilla=]," a portmanteau of "Cleric or Druid" and "Franchise/{{Godzilla}}." A Cleric with the 'strength' domain and the right weapons and feats can kill nearly anything in the monster manual in one turn.
** Some of the monsters fall into this category as well against unprepared players. Many monsters have instant death or incapacitation abilities which can take a PC out of combat or, in some cases, even turn them against their allies; enemy spellcasters are a particular nightmare, due to having access to every broken ability that the players have (and, thanks to polymorph and similar shapechanging abilities, players have access to every broken monster ability as well). High level combat in 3.x edition (including Pathfinder) is often described as "[[RocketTagGameplay rocket tag]]" for this reason -- whoever fails their saving throw first, loses. Assuming the ability in question even allows you to roll a saving throw. Feats which improve your ability to act first in combat thus are viewed as extremely powerful, simply because very frequently, it gives you an enormous edge by allowing you to take out one or more enemies before they can even act -- and prevent them from doing the same to you.

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** Almost anything can be a game breaker if taken to a great enough extreme. Characters can instantly end every encounter with a successful Diplomacy check which it is possible to render impossible to fail at a very, very low level. This is only the tip of the iceberg; even without exploitative min-maxing, all the spellcasting classes are almost hopelessly broken by the seventh level, and canny players can break the game with low-level spells like ''Color Spray'', ''Sleep'', and ''Glitterdust''. The so-called "save or suck" spells all instantly incapacitate monsters or otherwise render them unable to fight, and many of these spells exist even at the lowest levels, allowing spellcasters to bypass the entire hit point system and kill monsters with a single roll. Worse, spellcasters also have huge levels of flexibility and can make themselves effectively invincible against many ordinary attacks, have near-infinite mobility by mid-levels, have the best offensive and defensive capabilities, ''and'' are the best at making magic items, which themselves can often act as game breakers or exaggerate a character's game-breaking abilities. Even non-spellcasting classes can frequently do incredibly broken convenient things, such as dealing more damage than any monster has hit points in a single round by mid-levels. As is noted in the unofficial (but widely accepted) tier list for the game, the third tier is not an insult to characters. A third-tier character is capable of defeating any monster in the game; they simply are not God.
** It's worth noting that, unlike with video games, it's common accepted practice for the DM to limit the options available to players to a subset of what is available and to disallow the LoopholeAbuse that most of these builds are built on. And if the players do end up building a completely broken formnidable character anyway, they'll generally work with the DM to make adjustments so the game is still fun for everyone. So unlike with video games, it's okay for a Tabletop RPG to risk combinatorial explosion by continually giving the players more options.
** With the right builds, Clerics and Druids have the potential to be very overpowered.overpowering. This is so well known that it has a name: "[=CoDzilla=]," a portmanteau of "Cleric or Druid" and "Franchise/{{Godzilla}}." A Cleric with the 'strength' domain and the right weapons and feats can kill nearly anything in the monster manual in one turn.
** Some of the monsters fall into this category as well against unprepared players. Many monsters have instant death or incapacitation abilities which can take a PC out of combat or, in some cases, even turn them against their allies; enemy spellcasters are a particular nightmare, due to having access to every broken superior ability that the players have (and, thanks to polymorph and similar shapechanging abilities, players have access to every broken formidable monster ability as well). High level combat in 3.x edition (including Pathfinder) is often described as "[[RocketTagGameplay rocket tag]]" for this reason -- whoever fails their saving throw first, loses. Assuming the ability in question even allows you to roll a saving throw. Feats which improve your ability to act first in combat thus are viewed as extremely powerful, simply because very frequently, it gives you an enormous edge by allowing you to take out one or more enemies before they can even act -- and prevent them from doing the same to you.



** It's hard to find a use for Invisible Spell (viewers cannot tell that your spell has taken effect) that ''isn't'' overpowered. Common uses include Invisible Summon Monster, Invisible Fog Cloud (only obscures the vision of creatures who can see invisible things), [[ShapedLikeItself Invisible Invisibility]], and Invisible True Resurrection.

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** It's hard to find a use for Invisible Spell (viewers cannot tell that your spell has taken effect) that ''isn't'' overpowered.overpowering. Common uses include Invisible Summon Monster, Invisible Fog Cloud (only obscures the vision of creatures who can see invisible things), [[ShapedLikeItself Invisible Invisibility]], and Invisible True Resurrection.



*** And once you get out of core, there's the ludicrously overpowered Planar Shepherd, which happens to be custom made for Druids (and possibly the only PrestigeClass strictly better than more Druid levels). Other gamebreaking prestige classes include the Dweomerkeeper, famously used in the "Cheater" (Chosen) of Mystra, which could circumvent almost all all the restrictions on Wish and Miracle, and use both multiple times per day.
*** 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 overpowered 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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*** And once you get out of core, there's the ludicrously overpowered overpowering Planar Shepherd, which happens to be custom made for Druids (and possibly the only PrestigeClass strictly better than more Druid levels). Other gamebreaking prestige classes include the Dweomerkeeper, famously used in the "Cheater" (Chosen) of Mystra, which could circumvent almost all all the restrictions on Wish and Miracle, and use both multiple times per day.
*** 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 overpowered 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.



* ''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 broken 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.

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* ''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 broken 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.



** You also get some of the crazies stuff with the Kakita Artisans, who were both underrated and overpowered.[[http://suptg.thisisnotatrueending.com/archive/13833556/ /tg/ archive]][[http://www.laeren.net/rpg/l5r/ref/school-kart.php SFW writeup]].

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** You also get some of the crazies stuff with the Kakita Artisans, who were both underrated and overpowered.overpowering.[[http://suptg.thisisnotatrueending.com/archive/13833556/ /tg/ archive]][[http://www.laeren.net/rpg/l5r/ref/school-kart.php SFW writeup]].



** 4th Edition has the Asako Henshin, who are simultaneously broken in both directions. At first rank, they get an ability that lets them raise or lower anybody's traits of a certain ring, and it lasts for a very long time even early on. So with a simple action, an Asako Henshin can render trained courtiers into gibbering idiots, out-wrestle a Crab, or out-stealth a ninja. However, the rest of the class is broken in the "unplayable" way, with rank 2-5 abilities being mutually exclusive, being conditional at best, and the class lacks the staple 'can make attacks as a simple action instead of a complex action' feature at higher levels, instead getting a watered-down version at rank 5.

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** 4th Edition has the Asako Henshin, who are simultaneously broken dreadful in both directions. At first rank, they get an ability that lets them raise or lower anybody's traits of a certain ring, and it lasts for a very long time even early on. So with a simple action, an Asako Henshin can render trained courtiers into gibbering idiots, out-wrestle a Crab, or out-stealth a ninja. However, the rest of the class is broken excellent in the "unplayable" way, with rank 2-5 abilities being mutually exclusive, being conditional at best, and the class lacks the staple 'can make attacks as a simple action instead of a complex action' feature at higher levels, instead getting a watered-down version at rank 5.
19th Jun '16 7:20:04 PM Shishkahuben
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*** {{Pathfinder}} closed this loophole by doing what any sensible GM would do and stating in the rules that some things are so unbelievable no Bluff check will ever let you convince anyone that they are true.

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*** {{Pathfinder}} closed this loophole by doing what any sensible GM would do and stating in the rules that some things are so unbelievable no Bluff check will ever let you convince anyone that they are true. Additional sourcebooks later clarified that a very assured Bluff check just makes the listener think you are very confident in what you say, that is, not actively lying to them. A king being told by a ''very'' convincing stranger that they were swapped at birth will likely conclude that the strange fool he's speaking with believes very strongly in a false scenario.
19th Jun '16 10:34:31 AM Venatius
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** The Scarred Witch Doctor, a witch Archetype applying to characters with orc blood. The Scarred Witch Doctor is unique in that its main casting stat isn't the traditional intelligence, wisdom, or charisma. It's constitution. So now you have one disgustingly bloated stat that not only boosts all of your primary class features, but you are receiving a significant amount of free hit points each level. SquishyWizard? I think not. But wait, it gets better. Simply by taking a half-orc (Which qualifies as an orc and a human when meeting prerequisites), you can apply your floating +2 ability bonus to constitution. This makes it appallingly easy to make a character with as much as twenty constitution in character creation in even the lowest point boy, considering the only other ability you need any points in is dexterity (The others being relegated to being amusing bonuses at best). So now you have a full caster who on average gets more hit points per level than the fighter and enough to even rival or exceed the barbarian, but the best part? Being a witch you have access to the Misfortune hex mentioned above.

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** The Scarred Witch Doctor, a witch Archetype applying to characters with orc blood. The Scarred Witch Doctor is unique in that its main casting stat isn't the traditional intelligence, wisdom, or charisma. It's constitution. So now you have one disgustingly bloated stat that not only boosts all of your primary class features, but you are receiving a significant amount of free hit points each level. SquishyWizard? I think not. But wait, it gets better. Simply by taking a half-orc (Which qualifies as an orc and a human when meeting prerequisites), you can apply your floating +2 ability bonus to constitution. This makes it appallingly easy to make a character with as much as twenty constitution in character creation in even the lowest point boy, buy, considering the only other ability you need any points in is dexterity (The others being relegated to being amusing bonuses at best). So now you have a full caster who on average gets more hit points per level than the fighter and enough to even rival or exceed the barbarian, but the best part? Being a witch you have access to the Misfortune hex mentioned above.
19th Jun '16 10:27:04 AM Venatius
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*** 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.

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*** 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 NPCs, 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.
19th Jun '16 10:04:32 AM Venatius
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*** Of course, you have to have a common language (or other way to communicate) and the things trying to hurt you have to be smart enough to understand the concept of "friend" (and preferably not in a [[{{Yandere}} fundamentally]] [[PoisonousFriend unhelpful]] [[AndCallHimGeorge way]]), so it's not foolproof.
*** This may not make much sense to a reader unfamiliar with the system. The core problem was TheDevTeamThinksOfEverything was clearly averted and this use of Bluff requires you to be a serious RulesLawyer; the rules-as-written state that the person on the receiving end of your Bluff check believes what you've said is true. A more sensible rule would have been that they believe ''you'' believe what you said is true, meaning you are not ''lying''. Thus, rules-as-written, if you successfully bluff someone with, "I am the moon," they believe you are the moon for...well, maybe six seconds. Many rules lawyers overlook that little time limit on fantastic applications of Bluff. The sensible reading, "This poor, insane individual believes they are the moon," is not what the rules say.

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*** Of course, you have to have a common language (or other way to communicate) and the things trying to hurt you have to be smart enough to understand the concept of "friend" (and preferably not in a [[{{Yandere}} fundamentally]] [[PoisonousFriend unhelpful]] [[AndCallHimGeorge way]]), so it's not foolproof.
*** This may not make much sense to a reader unfamiliar with
foolproof. Also, no facet of the system. The core problem was TheDevTeamThinksOfEverything was clearly averted and this use of Bluff requires you to be a serious RulesLawyer; skill ensures against the rules-as-written state that target changing their mind in the person on the receiving end face of your Bluff check believes what you've said is true. contrary evidence. A more sensible rule would have been that they believe ''you'' believe what you said is true, meaning you are not ''lying''. Thus, rules-as-written, if you successfully bluff someone with, is given no guarantee of lasting any longer than it might take to notice proof to the contrary (which, for a claim like "I am the moon," they believe you are moon", may be seconds at best) - "usually 1 round or less" is the moon for...well, maybe six seconds. Many rules lawyers overlook that little time limit on fantastic applications of Bluff. The sensible reading, "This poor, insane individual believes they are the moon," is not what most the rules say.afford.
26th Feb '16 12:35:40 PM ironballs16
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** There is a 15th level Ranger power called "Blade Cascade," which allows multiple hits as long as the previous hit connects. This inspired game-breaking accuracy builds; one such ([[FistOfTheNorthStar Kenshiro]] "Ratata" Orcuslayer) could kill Orcus at level 15 as long as the player did not roll a 1 (which is an automatic failure) on the d20. Wizards of the Coast quickly issued an errata stating that the maximum number of hits on the power was 5 (1 per 1.25 seconds of the combat round).'

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** There is a 15th level Ranger power called "Blade Cascade," which allows multiple hits as long as the previous hit connects. This inspired game-breaking accuracy builds; one such ([[FistOfTheNorthStar Kenshiro]] "Ratata" "[[VerbalTic Ratata]]" Orcuslayer) could kill Orcus at level 15 as long as the player did not roll a 1 (which is an automatic failure) on the d20. Wizards of the Coast quickly issued an errata stating that the maximum number of hits on the power was 5 (1 per 1.25 seconds of the combat round).'
4th Feb '16 10:30:12 AM TheTeaMustFlow
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** The ''Alarm'' spell also negates the entire purpose of the Rogue class.
15th Jan '16 6:41:20 AM Morgenthaler
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* [=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 broken 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:

* [=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 broken 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.



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

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



* The designers of the superhero [=RPG=] ''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...
* The first edition of the ''LegendOfTheFiveRings'' RPG had quite a few gamebreakers. One of the most infamous was a joint grip maneuver from the "Mizu-do" unarmed combat style. A successful roll could disarm and incapacitate the target. Doesn't sound too bad, except that the target's abilities had almost no effect on the easy-to-perform maneuver. As a result, a starting character with fairly normal stats (Agility 3, Mizu-do 3) would have about a 50% chance of disarming some of the greatest swordsmen in the Emerald Empire.

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* The designers of the superhero [=RPG=] ''WildTalents'' ''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...
* The first edition of the ''LegendOfTheFiveRings'' ''TabletopGame/LegendOfTheFiveRings'' RPG had quite a few gamebreakers. One of the most infamous was a joint grip maneuver from the "Mizu-do" unarmed combat style. A successful roll could disarm and incapacitate the target. Doesn't sound too bad, except that the target's abilities had almost no effect on the easy-to-perform maneuver. As a result, a starting character with fairly normal stats (Agility 3, Mizu-do 3) would have about a 50% chance of disarming some of the greatest swordsmen in the Emerald Empire.
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