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** Another [[WhatCouldHaveBeen missed opportunity]] was the Soulknife. It was an [[QuirkyBard oddball]] in many senses. First, it was a [[PsychicPowers psionic]] class InNameOnly; other than the fact that that it could take psionic feats, nothing about it felt psychic. Next, it was supposed to be a front-line fighter, but had a 3/4 attack progression and was limited to light armor [[note]]For reference, that puts them in the same range of the bard (a MemeticLoser), but the bard ''also got 6 levels of casting to make up for it!'' [[/note]]. Their signature class ability, the ''mind blade'', failed to scale properly; by the time a soulknife gets +6 worth of abilities, a melee character would already have bought a +10 equivalent weapon without too great a money loss. Thankfully, when TabletopGame/Pathfinder came along, its soulknive (via 3rd party publisher Dreamscarred Press)[[RescuedFromTheScrappyHeap fixed all the aforementioned problems and added a slew of unique abilities that made them a cool, viable choice.]]
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* ''{{Car Wars}}'' Confetti Rule: Due to a combination of factors (tournament games at conventions with strict time limits; extremely-low-weight engines; minimally-ablative armor), it became a simple matter to design a duelling car whose armor could not be penetrated easily (if at all) by the weapons of the game, singly or in linked masses. The "solution"? Institute a rule where if a car took damage equal to its mass divided by 50, it was automatically reduced to debris even if its armor was unbreached. Unfortunately, the writer of this rule forgot about Ramming, and specifically the fact that a car which was hit by a Ramplate wound up taking four times as much damage as the rammer (due to a poorly-written Ramplate-damage rule -- not only did the target take 2x damage, the rammer took 1/2 damage!). Worse: A ram-car could easily have enough armor and other items to render it impossible to hit, much less damage. End Result: Ram-cars became the vehicle of choice, especially in tournaments; players who brought gun-equipped cars had no chance of winning. Mention of Confetti around gamers who remember this period is a Bad Idea....

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* ''{{Car Wars}}'' ''TabletopGame/CarWars'' Confetti Rule: Due to a combination of factors (tournament games at conventions with strict time limits; extremely-low-weight engines; minimally-ablative armor), it became a simple matter to design a duelling car whose armor could not be penetrated easily (if at all) by the weapons of the game, singly or in linked masses. The "solution"? Institute a rule where if a car took damage equal to its mass divided by 50, it was automatically reduced to debris even if its armor was unbreached. Unfortunately, the writer of this rule forgot about Ramming, and specifically the fact that a car which was hit by a Ramplate wound up taking four times as much damage as the rammer (due to a poorly-written Ramplate-damage rule -- not only did the target take 2x damage, the rammer took 1/2 damage!). Worse: A ram-car could easily have enough armor and other items to render it impossible to hit, much less damage. End Result: Ram-cars became the vehicle of choice, especially in tournaments; players who brought gun-equipped cars had no chance of winning. Mention of Confetti around gamers who remember this period is a Bad Idea....
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* The least popular mechanics of ''TabletopGame/ThirteenthAge'' seem to be the "variable class complexity" and "flexible attacks" rules. For the former, classes are arranged from things like the barbarian (whose most difficult decision is "when do I rage") to the wizard (who can pick all kinds of talents that encourage stunting on the fly, coming up with creative ritual uses for combat spells, and so on); while there isn't a great deal of imbalance, at least not in combat, gamers used to 4th edition TabletopGame/DungeonsAndDragons often find barbarians and so on to be comparatively dull, leading to a number of homebrew classes aimed at making more complex barbarians and so on. The latter is a mechanic, used mostly by fighters and bards, where the effects you can use depend upon what your hit roll is - some require an even, some an odd, some a high roll, some an even miss - and some people don't like the lack of tactical control this gives you when you're playing those classes, leading to, again, homebrew classes that fill the same battlefield role but with different mechanics.

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* The least popular mechanics of ''TabletopGame/ThirteenthAge'' seem to be the "variable class complexity" and "flexible attacks" rules. For the former, classes are arranged from things like the barbarian (whose most difficult decision is "when do I rage") to the wizard (who can pick all kinds of talents that encourage stunting on the fly, coming up with creative ritual uses for combat spells, and so on); while there isn't a great deal of imbalance, at least not in combat, gamers used to 4th edition TabletopGame/DungeonsAndDragons often find barbarians and so on to be comparatively dull, leading to a number of homebrew classes aimed at making more complex barbarians and so on. The latter is a mechanic, used mostly by fighters and bards, where the effects you can use depend upon what your hit roll is - some require an even, some an odd, some a high roll, some an even miss - and some people don't like the lack of tactical control this gives you when you're playing those classes, leading to, again, homebrew classes that fill the same battlefield role but with different mechanics.mechanics.
* ''TabletopGame/{{Shadowrun}}'''s Priority System for character generation is messy. If you want to adjust your character's stats, you may have to alter priorities, which significantly changes how much of X you get (adjusting Resources changes your nuyen, for example) and you never have enough to make a character that doesn't fit into one of the game's predefined archetypes. Fourth Edition started with a more elegant Build Point system, [[CaptainObvious which gave you a pool of points with which to build your character]]. Karma Generation is a more refined Build Point system, giving you a pool of Karma to let you buy everything like you would during a campaign. The old guard who developed Fifth Edition brought back Priority as the default character generation system for Fifth Edition.
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** Psionics, before 3.5's Expanded Psionics Handbook [[RescuedFromTheScrappyHeap pretty much saved the concept,]] was pretty much always this regardless of edition. It mostly came down to psionics being weird to work with, often either overpowered (ignoring magic resistance in 1st) or underpowered (every discipline using a different stat in 3rd), but the biggest of all was the "psionic combat" system that came into play whenever two psionicists fought. The game would be put on hold as the two psionicists stood in place, glared at each other, got {{Psychic Nosebleed}}s, and played the psychic equivalent of rock-paper-scissors until one of them fell over. When the EPH removed psychic battles, it was generally with a sigh of relief.
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** To explain. If a card says "If", even if the effect is optional, you can use it any time after the event, because it grants the ability from that point on. But if the card says "When" then you are only granted the ability to do the optional effect at that specific time. The problem is that the timing rules can and will block you from activating the effect at that time, because something else needs to resolve first. Because the rules force something else to happen before you can use the effect the opportunity is gone, and you have thus missed the timing. What's so annoying is the name of the rule implies that you could have used the effect, and you missed the chance. However the opposite is usually true. There was no way to prevent the timing form being missed!
** Inverted with ''Franchise/YuGiOh'' video games, where this rule becomes a ScrappyMechanic because it asks you if you want to use the effect ''if literally anything happens in the game''. [[TheComputerIsACheatingBastard Unless it will actually benefit you to activate the card/effect in question.]]

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** To explain. If a card says "If", even if the effect is optional, you can use it any time after the event, because it grants the ability from that point on. But if the card says "When" then you are only granted the ability to do the optional effect at that specific time. The problem is that the timing rules can and will block you from activating the effect at that time, because something else needs to resolve first. Because the rules force something else to happen before you can use the effect effect, the opportunity is gone, and you have thus missed the timing. What's so annoying is Example: Peten the name of Dark Clown. When it goes to the rule implies that graveyard, you could have used may banish it, and if so, you may special summon another copy from your hand or deck. But if you tribute it, the effect, and rules force you missed to bring out the chance. However tribute summon monster before you can attempt the opposite is usually true. There optional effect. After the tribute summon happens, then Peten going to the graveyard was no way to prevent longer the last thing that happened, and the timing form being missed!
has been missed. Peten cannot replace himself if he is used for tribute, ever, because you never get the opportunity to activate it during the available window.
** Inverted with ''Franchise/YuGiOh'' video games, where this rule becomes a ScrappyMechanic because it asks you if you want to use the effect ''if literally anything happens in the game''. [[TheComputerIsACheatingBastard Unless Except when it doesn't which is usually when you will actually benefit you to activate the card/effect in question.]]
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* 3rd Edition's bastard offspring, ''TabletopGame/{{Pathfinder}}'', has its gun rules. They quickly won no small amount of scrutiny for defying FantasyGunControl, so one wonders if they didn't cripple them on purpose. Guns in ''Pathfinder,'' under the default "emerging" rules, require a feat or being a gunslinger to use, cost way too much for most characters to get at low levels, possess good base damage per shot but have no ability bonuses to damage and take longer to load than a moving van even with the relevant feat, have a pitifully short range increment that makes them ineffective outside of about twenty feet, and randomly jam or explode. Their only advantages over standard bows is their high crit damage and the fact that they can hit touch AC at short ranges. This would be bad enough, except the rules also feature "advanced" firearms that suffer almost none of these deficiencies, but claim that these firearms are too rare to be bought in the "emerging" rules. Cue thousands of gunslinger players begging DMs to either put revolvers in the next treasure chest or advance the timeframe of the setting just so that they can be competent.
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*** The entire "playing as monsters" rules (the reason the book exists to begin with) didn't exactly pan out well. Intended to show the flexibility of the system by letting you play as the iconic creatures of the game, the advancement tables for the monsters were extremely poorly-balanced and done with quantity over quality in mind. Some wound up rather pathetic (the medusa, whose entire existence is based on its petrifying gaze attack, can't do it until 6th level and can't do it regularly until 10th), and others hideously broken (the astral deva gets full cleric casting with eight skill points and full Base Attack), and all of them had to deal with irritating Level Adjustment setting their hit points, attack bonus, and skills well behind. To cap it all off, you were locked into your monster class and couldn't leave it until you'd finished advancement. It's hard to imagine how any of the designers could have imagined these characters would be fun to play.
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*** Even worse, some classes were front-loaded with benefits (a single fighter level gives free armor achievements and high hit points, allowing spellcasters to avoid being GlassCannons), while others had powerful high level effects, making Prestige Classes less attractive.


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** In a meta sense, the d20 and Open Gaming License options allowed for some really cool options, but also some GameBreaker combos that only the most attentive DMs could see coming, due to anyone being able to make and publish a sourcebook. As such, house rules often banned whole book lines outright.

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** There's also the "Harpie Rule", which only really affects the titular monsters, but is still fairly annoying. To wit, there are several monsters with effects that change their name to that of another monster, usually while it's face-up on the field. However, most all of the Harpie Lady monsters past the initial 2 don't specify ''where'' their effects treat their name as simply "Harpie Lady". As such, Konami has issued the ruling that these monsters are treated as having the name "Harpie Lady" ''for all intents and purposes, including deck construction''. What does that mean? Well, you can only have three copies of a specific monster in your deck at any one time, so with the other Harpie Lady monsters being treated as "Harpie Lady" all the time, instead of being able to have three copies of each one of them, you can only have three of any combination of them (for instance, you can only have either one of the original Harpie Lady and two of Harpie Lady # 1, '''or''' two of Cyber Harpie Lady, and one of Harpie Lady # 3, but not three each of Harpie Lady, Cyber Harpie Lady, Harpie Lady # 1, and Harpie Lady # 3). This severely limits the potential of a Harpie Lady deck, even more so when you consider [[WhatCouldHaveBeen all of the awesome support they have]]... though that might be ''why'' [[GameBreaker they were given this treatment]]. Later Harpie cards wouldn't follow this rule, instead only changing their name to Harpie Lady when on the field or in the graveyard, making it possible to use more of them in the deck.

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** There's also the "Harpie Rule", which only really affects the titular monsters, but is still fairly annoying.
***
To wit, there are several monsters with effects that change their name to that of another monster, usually while it's face-up on the field. However, most all of the Harpie Lady monsters past the initial 2 don't specify ''where'' their effects treat their name as simply "Harpie Lady". As such, Konami has issued the ruling that these monsters are treated as having the name "Harpie Lady" ''for all intents and purposes, including deck construction''. What does that mean? Well, you can only have three copies of a specific monster in your deck at any one time, so with the other Harpie Lady monsters being treated as "Harpie Lady" all the time, instead of being able to have three copies of each one of them, you can only have three of any combination of them (for instance, you can only have either (i.e., two of one card, one of the original Harpie Lady and two of Harpie Lady # 1, '''or''' two of Cyber Harpie Lady, and another, or one of Harpie Lady # 3, but not three each of Harpie Lady, Cyber Harpie Lady, Harpie Lady # 1, and Harpie Lady # 3).three different cards). This severely limits the potential of a Harpie Lady deck, even more so when you consider [[WhatCouldHaveBeen all of the awesome support they have]]... though that might be ''why'' [[GameBreaker they were given this treatment]]. This basically amounted to giving your Harpie Ladies effects that did nothing but weaken them to anti-effect abilities in exchange for different card art.
***
Later Harpie cards wouldn't follow this rule, instead only changing their name to Harpie Lady when on the field or in the graveyard, making it possible to use more of them in the deck.
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* Examples from ''DungeonsAndDragons'':

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* Examples from ''DungeonsAndDragons'':''TabletopGame/DungeonsAndDragons'':
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Nothing about the Adept is particularly lethal. In fact, if it were, this statement wouldn\'t make much sense. Saying a class gets picked less often than a really good class says very little.


** While pretty much everything relating to the laughably underpowered [[IKnowYourTrueName truenamer]] could land in this trope, special thanks must be given to the Law of Resistance and the Law of Sequence. For the uninitiated: The truenamer uses his abilities, called "utterances," by rolling against 15+double the target's CR. (You may be asking, "Doesn't this mean he [[LowLevelAdvantage gets less effective when he levels up]]?" [[GameBreakingBug Answer: Yes.]]) The truenamer is a buff-and-debuff centric class, so he wants to use his utterances as much as possible, and he doesn't get a lot. Meet the Law of Resistance, which raises the DC of an utterance by 2 every time you use it. (And yes, this ''is'' a nightmare to keep track of!) One major trick the truenamer has to boost his utterances is the ability to "reverse" an utterance; for instance, the reverse of a flight utterance forces a target to the ground; the reverse of a sensory booster gives the target a sensory overload. You're probably thinking of ways to use these effects in tandem... meet the Law of Sequence. If you have an utterance active, you can't use it again as long as it's active. Oh, right, and most utterances are single-target, so if you've got two melee fighters in the party and you want to help one out when he's under pressure but you've already buffed one up, you need to cancel all the buffs on the other guy, then redo all of them onto the one who needs them, only they're harder to use now thanks to the Law of Resistance. Yeah, there's a reason [[TierInducedScrappy this guy]] gets [[PickedLast picked after]] the [[LethalJokeCharacter adept]] in Mage Kickball.

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** While pretty much everything relating to the laughably underpowered [[IKnowYourTrueName truenamer]] could land in this trope, special thanks must be given to the Law of Resistance and the Law of Sequence. For the uninitiated: The truenamer uses his abilities, called "utterances," by rolling against 15+double the target's CR. (You may be asking, "Doesn't this mean he [[LowLevelAdvantage gets less effective when he levels up]]?" [[GameBreakingBug Answer: Yes.]]) The truenamer is a buff-and-debuff centric class, so he wants to use his utterances as much as possible, and he doesn't get a lot. Meet the Law of Resistance, which raises the DC of an utterance by 2 every time you use it. (And yes, this ''is'' a nightmare to keep track of!) One major trick the truenamer has to boost his utterances is the ability to "reverse" an utterance; for instance, the reverse of a flight utterance forces a target to the ground; the reverse of a sensory booster gives the target a sensory overload. You're probably thinking of ways to use these effects in tandem... meet the Law of Sequence. If you have an utterance active, you can't use it again as long as it's active. Oh, right, and most utterances are single-target, so if you've got two melee fighters in the party and you want to help one out when he's under pressure but you've already buffed one up, you need to cancel all the buffs on the other guy, then redo all of them onto the one who needs them, only they're harder to use now thanks to the Law of Resistance. Yeah, there's a reason [[TierInducedScrappy this guy]] gets [[PickedLast picked after]] the [[LethalJokeCharacter [[JokeCharacter adept]] in Mage Kickball.
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Redundancy


*** The new edition seems to have addressed this, partially, by not deducting Resources for purchases out of hand. A purchase equal to your Resources merit is now a "significant but not ruinous expense". However, any Resources above the default of 0 reflects above-average wealth (1 for "agrarian landlords" and the like), meaning a purchase of, say, a single mace, whip, or short sword, is a "significant expense" for a successful business owner. However, this no longer means immediate bankruptcy any more.

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*** The new edition seems to have addressed this, partially, by not deducting Resources for purchases out of hand. A purchase equal to your Resources merit is now a "significant but not ruinous expense". However, any Resources above the default of 0 reflects above-average wealth (1 for "agrarian landlords" and the like), meaning a purchase of, say, a single mace, whip, or short sword, is a "significant expense" for a successful business owner. However, this no longer means immediate bankruptcy any more.bankruptcy.
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*** The new edition seems to have addressed this, partially, by not deducting Resources for purchases out of hand. A purchase equal to your Resources merit is now a "significant but not ruinous expense". However, any Resources above the default of 0 reflects above-average wealth (1 for "agrarian landlords" and the like), meaning a purchase of, say, a single mace, whip, or short sword, is a "significant expense" for a successful business owner. However, this no longer means immediate bankruptcy any more.
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** In the same system, the diverging math between character creation points and experience points is regarded as this. Most traits bought up in character creation are paid for at a flat rate, but increase in cost exponentially afterwards when bought with experience points. Sub-optimal point investment in character creation, consequently, can leave a character behind literally the equivalent of hundreds of experience points (in a game where 4 per session is the baseline rate). This has persisted through the first and second editions of the games, and the developers have [[http://avatarcomic.net/ExaltedWiki/mediawiki-1.19.1/index.php?title=Exalted_3E:_What_We_Know#General_3E_System stated it will continue through the upcoming third edition]], because it would be "fake equivalence" to correct it, and because "[they] never really bean-counted with any of [their] characters".

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** In the same system, the diverging math between character creation points and experience points is regarded as this. Most traits bought up in character creation are paid for at a flat rate, but increase in cost exponentially afterwards when bought with experience points. Sub-optimal point investment in character creation, consequently, can leave a character behind literally the equivalent of hundreds of experience points (in a game where 4 per session is the baseline rate). This has persisted through the first and second editions of the games, and the developers have [[http://avatarcomic.net/ExaltedWiki/mediawiki-1.19.1/index.php?title=Exalted_3E:_What_We_Know#General_3E_System stated it will would continue through the upcoming third edition]], because it would be "fake equivalence" to correct it, and because "[they] never really bean-counted with any of [their] characters".characters". The eventual "fix" was to simply acknowledge this mechanic's existence in the text.
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** For low level [=1E/2E=] games, level limits for non-human races were utterly irrelevant as a balancing factor. For higher level games, OTOH, they put a giant brick wall in the way of the demihuman races being useful, because suddenly you couldn't gain any more levels. To add insult to injury, the level limits also acted as further straitjackets on character design, since outside of the single favored class for a given race, they were often so low as to be punitive even in a low level game. Thankfully eliminated in 3e and later.

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** For low level [=1E/2E=] games, level limits for non-human races were utterly irrelevant as a balancing factor. For higher level games, OTOH, they put a giant brick wall in the way of the demihuman races being useful, because suddenly you couldn't gain any more levels. To add insult to injury, the level limits also acted as further straitjackets on character design, since outside of the single favored class for a given race, they were often so low as to be punitive even in a low level game. Thankfully eliminated in 3e and later. [[note]]Given that Gary Gygax hated the Tolkein-derived demihuman races (he preferred Lieber/Howard-style humans only fantasy), as well as statements in the DMG encouraging humanocentric play, it could be inferred that the level caps were intentionally meant to discourage characters from playing anything but humans.[[/note]]
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* The least popular mechanics of ''13th Age'' seem to be the "variable class complexity" and "flexible attacks" rules. For the former, classes are arranged from things like the barbarian (whose most difficult decision is "when do I rage") to the wizard (who can pick all kinds of talents that encourage stunting on the fly, coming up with creative ritual uses for combat spells, and so on); while there isn't a great deal of imbalance, at least not in combat, gamers used to 4th edition TabletopGame/DungeonsAndDragons often find barbarians and so on to be comparatively dull, leading to a number of homebrew classes aimed at making more complex barbarians and so on. The latter is a mechanic, used mostly by fighters and bards, where the effects you can use depend upon what your hit roll is - some require an even, some an odd, some a high roll, some an even miss - and some people don't like the lack of tactical control this gives you when you're playing those classes, leading to, again, homebrew classes that fill the same battlefield role but with different mechanics.

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* The least popular mechanics of ''13th Age'' ''TabletopGame/ThirteenthAge'' seem to be the "variable class complexity" and "flexible attacks" rules. For the former, classes are arranged from things like the barbarian (whose most difficult decision is "when do I rage") to the wizard (who can pick all kinds of talents that encourage stunting on the fly, coming up with creative ritual uses for combat spells, and so on); while there isn't a great deal of imbalance, at least not in combat, gamers used to 4th edition TabletopGame/DungeonsAndDragons often find barbarians and so on to be comparatively dull, leading to a number of homebrew classes aimed at making more complex barbarians and so on. The latter is a mechanic, used mostly by fighters and bards, where the effects you can use depend upon what your hit roll is - some require an even, some an odd, some a high roll, some an even miss - and some people don't like the lack of tactical control this gives you when you're playing those classes, leading to, again, homebrew classes that fill the same battlefield role but with different mechanics.
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** In the same system, the diverging math between character creation points and experience points is regarded as this. Most traits bought up in character creation are paid for at a flat rate, but increase in cost exponentially afterwards when bought with experience points. Sub-optimal point investment in character creation, consequently, can leave a character behind literally the equivalent of hundreds of experience points (in a game where 4 per session is the baseline rate). This has persisted through the first and second editions of the games, and the developers have [[http://avatarcomic.net/ExaltedWiki/mediawiki-1.19.1/index.php?title=Exalted_3E:_What_We_Know#General_3E_System stated it will continue through the upcoming third edition]], because it would be "fake equivalence" to correct it.

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** In the same system, the diverging math between character creation points and experience points is regarded as this. Most traits bought up in character creation are paid for at a flat rate, but increase in cost exponentially afterwards when bought with experience points. Sub-optimal point investment in character creation, consequently, can leave a character behind literally the equivalent of hundreds of experience points (in a game where 4 per session is the baseline rate). This has persisted through the first and second editions of the games, and the developers have [[http://avatarcomic.net/ExaltedWiki/mediawiki-1.19.1/index.php?title=Exalted_3E:_What_We_Know#General_3E_System stated it will continue through the upcoming third edition]], because it would be "fake equivalence" to correct it.it, and because "[they] never really bean-counted with any of [their] characters".
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** The 5th edition wound allocation rules have a large hatedom as well because of the large number of Ork ([[GameBreaker Nob Bikers]]) and Eldar (Seer Council on Jet Bikes) players that have highly varied load outs on multiwound units so you have to pump out large numbers of wounds to kill a single model because wounds can be placed on individuals rather than inflicting full wound casualties. For example, it takes 10 wounds to kill a single nob biker. Both cases are units that are very hard to kill thanks to special rules and proper equipment. It came to the point where the metagame shifted toward being able kill those units with either a few high-powered shots (which due to a ChunkySalsaRule could kill regardless of wounds) or just spamming so many shots that they could not save against them all. Armies released later in this addition included options with that metagame in mind, introducing balance problems between those armies who could do this easily and those who could not. The update to 6th Edition changed the ways that wounds are allocated, thus reducing the effectiveness of these kinds of builds.

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** The 5th edition wound allocation rules have a large hatedom as well because of the large number of Ork ([[GameBreaker Nob Bikers]]) and Eldar (Seer Council on Jet Bikes) players that have highly varied load outs on multiwound units so you have to pump out large numbers of wounds to kill a single model because wounds can be placed on individuals rather than inflicting full wound casualties. For example, on a 9-model nob biker unit it takes 10 wounds to kill a single nob biker.one. Both cases are units that are very hard to kill thanks to special rules and proper equipment. It came to the point where the metagame shifted toward being able kill those units with either a few high-powered shots (which due to a ChunkySalsaRule could kill regardless of wounds) or just spamming so many shots that they could not save against them all. Armies released later in this addition included options with that metagame in mind, introducing balance problems between those armies who could do this easily and those who could not. The update to 6th Edition changed the ways that wounds are allocated, thus reducing the effectiveness of these kinds of builds.
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* The priority system for character generation in ''TabletopGame/{{Shadowrun}}'' effectively forces you to design characters in narrow archetypes. The Build Point system replaced it in Fourth Edition, which was much more open to customization, and the Karma Generation system introduced in ''Runner's Companion'' is possibly the most versatile character generation method for the system. The developers reintroduced priority generation for Fifth Edition, "fixing" what was not only not broken, but better in the first place.

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* The priority system for character generation in ''TabletopGame/{{Shadowrun}}'' effectively forces you to design characters in narrow archetypes. The Build Point system replaced it in Fourth Edition, which was much more open to customization, and the Karma Generation system introduced in ''Runner's Companion'' is possibly the most versatile character generation method for the system. The developers reintroduced priority generation for Fifth Edition, "fixing" what was not only not broken, but better in the first place.place.
* The least popular mechanics of ''13th Age'' seem to be the "variable class complexity" and "flexible attacks" rules. For the former, classes are arranged from things like the barbarian (whose most difficult decision is "when do I rage") to the wizard (who can pick all kinds of talents that encourage stunting on the fly, coming up with creative ritual uses for combat spells, and so on); while there isn't a great deal of imbalance, at least not in combat, gamers used to 4th edition TabletopGame/DungeonsAndDragons often find barbarians and so on to be comparatively dull, leading to a number of homebrew classes aimed at making more complex barbarians and so on. The latter is a mechanic, used mostly by fighters and bards, where the effects you can use depend upon what your hit roll is - some require an even, some an odd, some a high roll, some an even miss - and some people don't like the lack of tactical control this gives you when you're playing those classes, leading to, again, homebrew classes that fill the same battlefield role but with different mechanics.
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** In a similar vein, level adjustments are almost never worth it. Playing a vampire looks awesome on paper, since you get huge stat bonuses and awesome powers like a healing factor, turning into mist at will, and draining your opponents' life with a touch. Trouble is, that will set you back ''8'' levels in a system where the usual level cap is 20. The end result is a character that can't cast with a damn, hit the broad side of a barn, or survive blows even the SquishyWizard could tank.

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** In a similar vein, level adjustments are almost never worth it. Playing it due to being obscenely overpriced. For example, playing a vampire looks awesome on paper, since you get huge stat bonuses and awesome powers like a healing factor, turning into mist at will, and draining your opponents' life with a touch. Trouble is, that will set you back ''8'' ''eight'' levels in a system where the usual level cap is 20.twenty. The end result is a character that can't cast with a damn, hit the broad side of a barn, or survive blows even the SquishyWizard could tank.
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level adjustments


** Favored class/multiclass XP penalty rules from 3rd edition was notable for completely failing at what they were meant to do (the idea was to show the difficulty of maintaining skill sets, buta character that takes 1 level in 20 classes takes no hit under them, a character that takes 15 levels in one take and 5 in another DOES take a hit) and acting like a straitjacket on customization. Exotic base classes were rarely supported as favored classes, making them harder to use. Humans had no set favored class, whereas everyone else had a single favored class - which meant that the already overpowered humans became even more dominant, except that in some cases, the lack of a single favored class actually imposed a XP penalty another race would avoid. And on top of this, prestige classes -- which are generally more powerful than multiclassing anyway -- don't take the penalty. Very few groups actually use this rule.

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** Favored class/multiclass XP penalty rules from 3rd edition was notable for completely failing at what they were meant to do (the idea was to show the difficulty of maintaining skill sets, buta but a character that takes 1 level in 20 classes takes no hit under them, while a character that takes 15 levels in one take and 5 in another DOES take a hit) and acting like a straitjacket on customization. Exotic base classes were rarely supported as favored classes, making them harder to use. Humans had no set favored class, whereas everyone else had a single favored class - which meant that the already overpowered humans became even more dominant, except that in some cases, the lack of a single favored class actually imposed a XP penalty another race would avoid. And on top of this, prestige classes -- which are generally more powerful than multiclassing anyway -- don't take the penalty. Very few groups actually use this rule.



** In a similar vein, level adjustments are almost never worth it.

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** In a similar vein, level adjustments are almost never worth it. Playing a vampire looks awesome on paper, since you get huge stat bonuses and awesome powers like a healing factor, turning into mist at will, and draining your opponents' life with a touch. Trouble is, that will set you back ''8'' levels in a system where the usual level cap is 20. The end result is a character that can't cast with a damn, hit the broad side of a barn, or survive blows even the SquishyWizard could tank.



*** It has ritual that lets you sacrifice XP (a level 1 template costs 1000 XP, a level 2 costs 3000, etc) to apply ''templates'' to your character. Kobolds are bad enough, but when you factor in that the character can drop from level 6 to level 5 and pick up the [[NinjaPirateZombieRobot Necropolitan, Half-Celestial, and Weretiger templates]] without much hassle, maintaining balance in a party becomes pretty much impossible.

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*** It has a ritual that lets you sacrifice XP (a level 1 template costs 1000 XP, a level 2 costs 3000, etc) to apply ''templates'' to your character. Kobolds are bad enough, but when you factor in that the character can drop from level 6 to level 5 and pick up the [[NinjaPirateZombieRobot Necropolitan, Half-Celestial, and Weretiger templates]] without much hassle, maintaining balance in a party becomes pretty much impossible.
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Favored class


** Favored class/multiclass XP penalty rules from 3rd edition was notable for completely failing at what they were meant to do (a character that takes 1 level in 20 classes takes no hit under them, a character that takes 15 levels in one take and 5 in another DOES take a hit) and acting like a straitjacket on customization. Exotic base classes were rarely supported as favored classes, making them harder to use. Humans had no set favored class, whereas everyone else had a single favored class. And on top of this, prestige classes -- which are generally more powerful than multiclassing anyway -- don't take the penalty. Very few groups actually use this rule.
** For low level [=1E/2E=] games, level limits for non-human races were utterly irrelevant as a balancing factor. For higher level games, OTOH, they put a giant brick wall in the way of the demihuman races being useful, because suddenly you couldn't gain any more levels. To add insult to injury, the level limits also acted as further straightjackets on character design, since outside of the single favored class for a given race, they were often so low as to be punitive even in a low level game. Thankfully eliminated in 3e and later.
** In a similar vein, level adjustments are almost never worth it.

to:

** Favored class/multiclass XP penalty rules from 3rd edition was notable for completely failing at what they were meant to do (a (the idea was to show the difficulty of maintaining skill sets, buta character that takes 1 level in 20 classes takes no hit under them, a character that takes 15 levels in one take and 5 in another DOES take a hit) and acting like a straitjacket on customization. Exotic base classes were rarely supported as favored classes, making them harder to use. Humans had no set favored class, whereas everyone else had a single favored class.class - which meant that the already overpowered humans became even more dominant, except that in some cases, the lack of a single favored class actually imposed a XP penalty another race would avoid. And on top of this, prestige classes -- which are generally more powerful than multiclassing anyway -- don't take the penalty. Very few groups actually use this rule.
** For low level [=1E/2E=] games, level limits for non-human races were utterly irrelevant as a balancing factor. For higher level games, OTOH, they put a giant brick wall in the way of the demihuman races being useful, because suddenly you couldn't gain any more levels. To add insult to injury, the level limits also acted as further straightjackets straitjackets on character design, since outside of the single favored class for a given race, they were often so low as to be punitive even in a low level game. Thankfully eliminated in 3e and later.
** In a similar vein, level adjustments are almost never worth it.

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Changed: 1377

Removed: 453

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None


** In the fifth edition, the Annihilate mission has generated a huge hatedom from Imperial Guard players because the Guard's Troops rules are incompatible with the kill points rule, making this an extreme example of FailureIsTheOnlyOption. For example, one Troops choice for an IG player is worth as many kill points as any other race's ''entire'' army in a 500-point game.

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** In the fifth edition, the Annihilate mission has generated a huge hatedom from Imperial Guard players because the Guard's Troops rules are incompatible with the kill points rule, making this an extreme example of FailureIsTheOnlyOption. For example, one Troops choice for an IG player is worth as many kill points as any other race's ''entire'' army in a 500-point game.



** Let's not forget the "pile in" mechanic added to 5th edition's assault rules. Previously there was a considerable amount of finesse in positioning you miniatures right which could allow a weaker squad to defeat a stronger one if you set up the assault right. Not any more...

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** Let's not forget the The "pile in" mechanic added to from 5th edition's assault rules. Previously Previously, there was a considerable amount of finesse in positioning you miniatures right which could allow a weaker squad to defeat a stronger one if you set up the assault right. Not any more...



** WordofGod (Gary Gygax himself) said that he wished he hadn't included the rather cumbersome weapon type having bonuses against certain AC types (almost universally ignored mechanic), and that he only included psionics in 1st edition (which at the time caused major baolance issues since creatures from previous material didn't come with any psionic resistance, which allowed psionic characters to run rampant.) because a friend talked him into it. 1st edition had a LOT of Scrappy Mechanics. They were just flat ignored most of the time and most DM's made houserules instead.
** Favored class/multiclass XP penalty rules from the 3rd edition. Notable for completely failing at what they were meant to do (a character that takes 1 level in 20 classes takes no hit under them, a character that takes 15 levels in one take and 5 in another DOES take a hit) and acting like a straitjacket on customization, further exotic base classes are rarely supported as favored classes, making them harder to use. Very few groups actually use them. Made worse by Humans being omni-class, whereas everyone else had a single favored class. And on top of this, prestige classes -- which are generally more powerful than multiclassing anyway -- don't take the penalty.
** Levels limits for races other than humans. For low level games, utterly irrelevant as a balancing factor. For higher level games, OTOH, they put a giant brick wall in the way of the demihuman races being useful, because suddenly you *couldn't gain anymore levels.* To add insult to injury, the level limits also acted as further straightjackets on character design, since outside of the single favored class for a given race, they were often so low as to be punitive even in a low level game. Thankfully eliminated in 3e and later.
** In a similar vein, level adjustments. They are almost never worth it.
** The Savage Species ritual: the one that lets you sacrifice levels in XP cost (that is, a level 1 template costs 1000 XP, a level 2 template costs 3000, etc) to apply ''templates'' to your character. Kobolds are bad enough, but when you factor in that the character can drop from level 6 to level 5 and pick up the Necropolitan, Half-Celestial and Weretiger templates without much hassle, maintaining balance in a party becomes pretty much impossible.

to:

** WordofGod (Gary Gygax himself) said that he wished he hadn't included the rather cumbersome weapon type having bonuses against certain AC types (almost (an almost universally ignored mechanic), mechanic) and that he only included psionics in 1st edition (which at the time caused major baolance issues since creatures (creatures from previous material didn't come with have any psionic resistance, which allowed allowing psionic characters to run rampant.) rampant) because a friend talked him into it. 1st edition had a LOT of Scrappy Mechanics. They were just flat ignored most of the time and most DM's made houserules instead.
** Favored class/multiclass XP penalty rules from the 3rd edition. Notable edition was notable for completely failing at what they were meant to do (a character that takes 1 level in 20 classes takes no hit under them, a character that takes 15 levels in one take and 5 in another DOES take a hit) and acting like a straitjacket on customization, further exotic customization. Exotic base classes are were rarely supported as favored classes, making them harder to use. Very few groups actually use them. Made worse by Humans being omni-class, had no set favored class, whereas everyone else had a single favored class. And on top of this, prestige classes -- which are generally more powerful than multiclassing anyway -- don't take the penalty.
penalty. Very few groups actually use this rule.
** Levels limits for races other than humans. For low level [=1E/2E=] games, level limits for non-human races were utterly irrelevant as a balancing factor. For higher level games, OTOH, they put a giant brick wall in the way of the demihuman races being useful, because suddenly you *couldn't couldn't gain anymore levels.* any more levels. To add insult to injury, the level limits also acted as further straightjackets on character design, since outside of the single favored class for a given race, they were often so low as to be punitive even in a low level game. Thankfully eliminated in 3e and later.
** In a similar vein, level adjustments. They adjustments are almost never worth it.
** The Savage Species ritual: the one that lets you sacrifice levels in XP cost (that is, a level 1 template costs 1000 XP, a level 2 template costs 3000, etc) to apply ''templates'' to your character. Kobolds are bad enough, but when you factor in that the character can drop from level 6 to level 5 and pick up the Necropolitan, Half-Celestial and Weretiger templates without much hassle, maintaining balance in a party becomes pretty much impossible.
it.



** [[GrapplingWithGrapplingRules Grappling]] in 3rd edition was considered confusing and in any event, it generally wasn't worth versus hacking a creature to death.
*** However, the 3rd edition grappling rules were the very soul of clarity compared to the 1st edition unarmed combat (grappling/pummelling/overbearing) rules. It wasn't all that uncommon for the bad guys to kidnap, imprison, or otherwise de-equipify the party, only for the DM to suddenly announce that the party found a crate of daggers when one of the players pointed out "So I guess we'll be using the unarmed combat rules?"
** [[HitPoints Hit Point]] damage. While this is not normally a Scrappy Mechanic even when coupled with the usual CriticalExistenceFailure when player damage outputs are relatively low compared to enemy HP without specific and highly optimized builds but the same is not true of enemy damage output relative to your HP your options become 1: Bypass the broken mechanic by not doing HP damage, which [[LinearWarriorsQuadraticWizards not all classes can do]], 2: Limit yourself to one of a select handful of builds, as otherwise the enemies will survive to get a turn and thus kill you. 3: Die.
** 3.5 featured two kinds of casters: VancianMagic casters, who prepared their wide selection of spells in the morning, and spontaneous casters, who knew a small pool of spells that they could cast without preparing. This looks fairly balanced, so of course the designers decided to cripple the latter system with how nearly all spontaneous casters advanced. They learned stronger spells when their level was double that of the spell (so a sorcerer learned 3rd-level spells at level 6), while Vancian casters learned at double the spell ''minus one'' - so a wizard would be learning that same spell at level 5. To make matters worse, most challenges and {{Prestige Class}}es were designed with Vancian casters in mind. This basically meant that spontaneous casters were always at least one level behind the curve, and levels 2 and 3 (since you learned your first-level spells at first and your second-level at fourth) were practically EmptyLevels. Result? Vancian casters became [[TierInducedScrappy Tier Induced Scrappies]], and many spontaneous casters started using tricks like [[GameBreaker White Dragonspawn Loredrake Dragonwrought Kobold]] just to catch up.

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*** It has ritual that lets you sacrifice XP (a level 1 template costs 1000 XP, a level 2 costs 3000, etc) to apply ''templates'' to your character. Kobolds are bad enough, but when you factor in that the character can drop from level 6 to level 5 and pick up the [[NinjaPirateZombieRobot Necropolitan, Half-Celestial, and Weretiger templates]] without much hassle, maintaining balance in a party becomes pretty much impossible.
** [[GrapplingWithGrapplingRules Grappling]] in 3rd edition was considered confusing and in any event, it generally wasn't worth it versus hacking a creature to death.
***
death. However, the 3rd edition grappling rules were the very soul of clarity compared to the 1st edition unarmed combat (grappling/pummelling/overbearing) rules. It wasn't all that uncommon for the bad guys to kidnap, imprison, or otherwise de-equipify de-equip the party, only for the DM to suddenly announce that the party found a crate of daggers when one of the players pointed out "So I guess we'll be using the unarmed combat rules?"
** [[HitPoints Hit Point]] damage. While this is HitPoints are not normally a Scrappy Mechanic even when coupled with the usual CriticalExistenceFailure when player damage outputs are relatively low compared to enemy HP without specific and highly optimized builds builds, but the same is not true of enemy damage output relative to your HP your HP. Your options become 1: Bypass become: bypass the broken mechanic by not doing HP damage, which [[LinearWarriorsQuadraticWizards not all classes can do]], 2: Limit do]]; limit yourself to one of a select handful of builds, as otherwise the enemies will survive to get a turn and thus kill you. 3: Die.
you; or die.
** 3.5 featured two kinds of casters: VancianMagic casters, who prepared casters prepare their wide selection of spells in the morning, and while spontaneous casters, who knew casters know a small pool of spells that they could can cast without preparing. preparation. This looks fairly balanced, so of course the designers decided to cripple the latter system with how nearly all spontaneous casters advanced. They learned stronger spells when their level was double that of the spell (so a sorcerer learned 3rd-level spells at level 6), while Vancian casters learned at double the spell ''minus one'' - so a wizard would be learning that same spell at level 5. To make matters worse, most challenges and {{Prestige Class}}es were designed with Vancian casters in mind. This basically meant that spontaneous casters were always at least one level behind the curve, and levels 2 and 3 (since you learned your first-level spells at first and your second-level at fourth) were practically EmptyLevels. Result? Vancian casters became [[TierInducedScrappy Tier Induced Scrappies]], and many spontaneous casters started using tricks like [[GameBreaker White Dragonspawn Loredrake Dragonwrought Kobold]] just to catch up.



** In 4th edition you have a similar problem. Player damage output compared to enemy HP is still lower, while enemies don't do much damage either. [[HitPoints HP]] became a Scrappy Mechanic anyways, because you're likely to fall asleep long before the enemy has been ground down by HP damage and there are not any ways of bypassing the snoozefest.

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** In 4th edition you have a similar problem. Player problem: player damage output compared to enemy HP is still lower, while enemies don't do much damage either. [[HitPoints HP]] became a Scrappy Mechanic anyways, because you're likely to fall asleep long before the enemy has been ground down by HP damage and there are not any ways of bypassing the snoozefest.



* 3rd edition's sister product, ''D20Modern'', had the Wealth Check system. In theory, this means that instead of nailing down all equipment in terms of absolute cost (which was guaranteed to fall victim of TechnologyMarchesOn as the high tech gadgets of 2002 like mobile internet and sub-notebook computers became commonplace by 2009), items have a "Wealth Check DC," which is the character's Wealth modifier (arrived upon via the player's Starting Occupation and rank in the Profession skill, then altered by some Feats) plus a d20 roll. In theory, this keeps item pricing from ever looking too ridiculous. In practice, it meant that a character's gear was essentially randomized, ''and'' that characters had to either requisition equipment on the honor system or with the GM present. In the end, most [=GMs=] ignored it because telling a player he can't play a sniper because he rolled a 2 on his Wealth check and now can't afford a sniper rifle.

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* 3rd edition's sister product, ''D20Modern'', had the Wealth Check system. In theory, this means that instead of nailing down all equipment in terms of absolute cost (which was guaranteed to fall victim of TechnologyMarchesOn as the high tech gadgets of 2002 like mobile internet and sub-notebook computers became commonplace by 2009), items have a "Wealth Check DC," which is the character's Wealth modifier (arrived upon via the player's Starting Occupation starting occupation and rank in the Profession skill, then altered adjusted by some Feats) plus a d20 roll. In theory, this keeps item pricing from ever looking too ridiculous. In practice, it meant that a character's gear was essentially randomized, randomized ''and'' that characters had to either requisition equipment on the honor system or with the GM present. In the end, most [=GMs=] ignored it because telling a player he can't play a sniper because he rolled a 2 on his Wealth check and now can't afford a sniper rifle.rifle goes against the spirit of the game.



** The Wealth system was also broken wide open by the ''D20 Future'' splatbook. Among the things it added was a futuristic device that, while expensive, granted 1-3 Feats of the player's choice to that player. The existence of the Feat "Windfall" (+3 to Wealth checks, special caveat that it can be taken any number of times), meant that a character could repeatedly buy version of the device that contained multiple Windfalls until his Wealth modifier was so high he could buy anything.

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** The Wealth system was also broken wide open by the ''D20 Future'' splatbook. Among the things it added was a futuristic device that, while expensive, granted 1-3 Feats feats of the player's choice to that player. The existence of the Feat "Windfall" feat (+3 to Wealth checks, special caveat that it can be taken any number of times), meant that a character could repeatedly buy version versions of the device that contained multiple Windfalls until his Wealth modifier was so high he could buy anything.



* For ''TableTopGame/YuGiOh'' card game players: Missing The Timing. Basically, there are two general types of effects: Mandatory (where you ''have'' to activate it, regardless of what else is happening, at the time), and Optional (where you can ''choose'' to activate the effect or not). Thing is, rulings dictate that the Optional effect ''must'' be the last thing to happen, else it "misses the timing" and doesn't get to activate. This can be anything from activating in the middle of a card chain (and not being the last chain link to resolve), to being used as a cost to activate another card, to ''being tributed to summon another monster''. You cannot believe the amount of otherwise-powerful cards that get thwarted simply because their effects say "you ''can'' do X", instead of "you do X".
** To explain. If a card says "If", even if the effect if optional, you can use it any time after the event, because it grants the ability from that point on. But if the card says "When" then you are only granted the ability to do the optional effect at that specific time. The problem is that the timing rules can and will block you from activating the effect at that time, because something else needs to resolve first. Because the rules force something else to happen before you can use the effect the opportunity is gone, and you have thus missed the timing. What's so annoying is the name of the rule implies that you could have used the effect, and you missed the chance. However the opposite is usually true. There was no way to prevent the timing form being missed!

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* For ''TableTopGame/YuGiOh'' card game players: Missing The the Timing. Basically, there are two general types of effects: Mandatory (where you ''have'' to activate it, regardless of what else is happening, at the time), and Optional (where you can ''choose'' to activate the effect or not). Thing is, rulings dictate that the Optional effect ''must'' be the last thing to happen, else it "misses the timing" and doesn't get to activate. This can be anything from activating in the middle of a card chain (and not being the last chain link to resolve), to being used as a cost to activate another card, to ''being tributed to summon another monster''. You cannot believe the amount of otherwise-powerful cards that get thwarted simply because their effects say "you ''can'' do X", instead of "you do X".
** To explain. If a card says "If", even if the effect if is optional, you can use it any time after the event, because it grants the ability from that point on. But if the card says "When" then you are only granted the ability to do the optional effect at that specific time. The problem is that the timing rules can and will block you from activating the effect at that time, because something else needs to resolve first. Because the rules force something else to happen before you can use the effect the opportunity is gone, and you have thus missed the timing. What's so annoying is the name of the rule implies that you could have used the effect, and you missed the chance. However the opposite is usually true. There was no way to prevent the timing form being missed!



*** To put this into further context: due to the abolishment of Priority, some creatures that were once thought irreparably-broken have now been unbanned (though still limited), chief among them is Black Luster Soldier, Envoy of the Beginning. Some fans have called for it's brother card, Chaos Emperor Dragon - Envoy of the End, to be unbanned as well, since the entire reason WHY it was broken was because Priority made its ignition effect nigh-uncounterable; it's still extraordinarily powerful, but arguably no more so (or even LESS so) than Judgment Dragon (since CED destroys itself and your hand, as well).

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*** To put this into further context: due to the abolishment abolition of Priority, some creatures that were once thought irreparably-broken have now been unbanned (though still limited), chief among them is Black Luster Soldier, Envoy of the Beginning. Some fans have called for it's brother card, Chaos Emperor Dragon - Envoy of the End, to be unbanned as well, since the entire reason WHY it was broken was because Priority made its ignition effect nigh-uncounterable; it's still extraordinarily powerful, but arguably no more so (or even LESS so) than Judgment Dragon (since CED destroys itself and your hand, as well).



* ''{{Exalted}}'' had the Reactor/Perfect Spam/Lethality/Paranoia Combat/Overwhelming issue, which was a whole ''bunch'' of these. Elaborated: Reactor meant that with relentless stunting and mote regeneration Charms it was comparatively easy to come out of any given action with more motes of Essence and more Willpower than you started. These motes and WP were then spent to activate "paranoia combos", which were massive experience sinks containing every single NoSell power that could be accessed, including perfect defences. If you didn't activate your paranoia combo, you would die because of a preponderance of unpleasant "bad touch" effects, which would kill you, cut off your arms, turn you into a ferret, or otherwise make your life very difficult, not helped by the low health levels of these ''titan-killing god-kings'', which ensured that even if there weren't any bad-touch effects in the oncoming attack, it would still deal quite a lot of harm if it got through your overpriced armour. Overwhelming damage and Essence Ping ensured that armour was [[ArmourIsUseless largely unhelpful]]. Notably, the 2.5 errata tried to kill ''almost all of these''; combos became free, mote regeneration was nerfed in the head, stunt regen was dropped to once per action, Essence ping was killed, Overwhelming became far weaker, and armour got cheaper. More abstractly, some players dislike Charms, believing them to be either annoying, too limiting, or overemphasised, and attunement motes in the 2.5 errata were liked by exactly nobody, but the lethality/paranoia issue was the most widely complained about and the source of many fixes.

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* ''{{Exalted}}'' had the Reactor/Perfect Spam/Lethality/Paranoia Combat/Overwhelming issue, which was a whole ''bunch'' of these. Elaborated: Reactor meant that with relentless stunting and mote regeneration Charms Charms, it was comparatively easy to come out of any given action with more Willpower and motes of Essence and more Willpower than you started. These motes and WP were then spent to activate "paranoia combos", which were massive experience sinks containing every single NoSell power that could be accessed, including perfect defences. If you didn't activate your paranoia combo, you would die because of a preponderance of unpleasant "bad touch" effects, which would kill you, cut off your arms, turn you into a ferret, or otherwise make your life very difficult, not helped by the low health levels of these ''titan-killing god-kings'', which ensured that even if there weren't any bad-touch effects in the oncoming attack, it would still deal quite a lot of harm if it got through your overpriced armour. Overwhelming damage and Essence Ping ensured that armour was [[ArmourIsUseless armour was largely unhelpful]]. Notably, the 2.5 errata tried to kill ''almost all of these''; these'': combos became free, mote regeneration was nerfed in the head, stunt regen was dropped to once per action, Essence ping was killed, Overwhelming became far weaker, and armour got cheaper. More abstractly, some players dislike Charms, believing them to be either annoying, too limiting, or overemphasised, and exactly nobody liked attunement motes in the 2.5 errata were liked by exactly nobody, errata, but the lethality/paranoia issue was the most widely complained about and the source of many fixes.



** Though not quite as widely maligned, due to having some positive upshots, the Resources system is similarly problematic. The Resources trait gives a simple zero-to-five abstract rating of a character's general wealth, meant to avoid having to do painstaking math or accounting. A character can't buy something that costs more than their Resources rating. Purchases below it are "out of pocket" expenses. A purchase equal to the rating is a significant expense, and lowers the rating by 1. However, this means 1: That characters can purchase "insignificant" things in infinite quantities, 2: That characters with Resources 1 literally cannot buy anything at all without bankrupting themselves, and 3: That merely buying the same items in the right or wrong order will completely change their impact on your wealth. Ex: At resources 3, buying a resources 3 item, then a resources 2 item, then a resources 1 item would drop you to resources 0. If you bought them in reverse order, despite their prices and your wealth being completely unchanged, you would only drop to resources 2.
* ''{{Car Wars}}'' Confetti Rule: Due to a combination of factors (tournament games at conventions with strict time limits; extremely-low-weight engines; minimally-ablative armor), it became a simple matter to design a duelling car whose armor could not be penetrated easily (if at all) by the weapons of the game, singly or in linked masses. The "solution"? Institute a rule where if a car took damage equal to its mass divided by 50, it was automatically reduced to debris even if its armor was unbreached. Unfortunately, the writer of this rule forgot about Ramming, and specifically the fact that a car which was hit by a Ramplate wound up taking four times as much damage as the rammer (due to a poorly-written Ramplate-damage rule -- not only did the target take 2x damage, the rammer took 1/2 damage!). Worse: A ram-car could easily have enough armor and other items to render it impossible to hit, much less damage. End Result: Ram-cars became the vehicle of choice, especially in tournaments; players who brought gun-equipped cars had no chance of winning. Mention of Confetti around gamers who remember this period is a Bad Idea....

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** Though not quite as widely maligned, due to having some positive upshots, the Resources system is similarly problematic. The Resources trait gives a simple zero-to-five abstract rating of a character's general wealth, meant to avoid having to do painstaking math or accounting. A character can't buy something that costs more than their Resources rating. Purchases below it are "out of pocket" expenses. A purchase equal to the rating is a significant expense, and lowers the rating by 1. However, this means 1: That that characters can purchase "insignificant" things in infinite quantities, 2: That characters with Resources 1 literally cannot buy anything at all without bankrupting themselves, and 3: That merely buying the same items in the right or wrong a certain order will completely change changes their impact on your wealth. Ex: At resources 3, buying a resources 3 item, then a resources 2 item, then a resources 1 item would drop you to resources 0. If you bought them in reverse order, despite their prices and your wealth being completely unchanged, you would only drop to resources 2.
* ''{{Car Wars}}'' Confetti Rule: Due to a combination of factors (tournament games at conventions with strict time limits; extremely-low-weight engines; minimally-ablative armor), it became a simple matter to design a duelling car whose armor could not be penetrated easily (if at all) by the weapons of the game, singly or in linked masses. The "solution"? Institute a rule where if a car took damage equal to its mass divided by 50, it was automatically reduced to debris even if its armor was unbreached. Unfortunately, the writer of this rule forgot about Ramming, and specifically the fact that a car which was hit by a Ramplate wound up taking four times as much damage as the rammer (due to a poorly-written Ramplate-damage rule -- not only did the target take 2x damage, the rammer took 1/2 damage!). Worse: A ram-car could easily have enough armor and other items to render it impossible to hit, much less damage. End Result: Ram-cars became the vehicle of choice, especially in tournaments; players who brought gun-equipped cars had no chance of winning. Mention of Confetti around gamers who remember this period is a Bad Idea....Idea....
* The priority system for character generation in ''TabletopGame/{{Shadowrun}}'' effectively forces you to design characters in narrow archetypes. The Build Point system replaced it in Fourth Edition, which was much more open to customization, and the Karma Generation system introduced in ''Runner's Companion'' is possibly the most versatile character generation method for the system. The developers reintroduced priority generation for Fifth Edition, "fixing" what was not only not broken, but better in the first place.
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** In the same system, the diverging math between character creation points and experience points is regarded as this. Most traits bought up in character creation are paid for at a flat rate, but increase in cost exponentially afterwards when bought with experience points. Sub-optimal point investment in character creation, consequently, can leave a character behind literally the equivalent of hundreds of experience points. This has persisted through the first and second editions of the games, and the developers have [[http://avatarcomic.net/ExaltedWiki/mediawiki-1.19.1/index.php?title=Exalted_3E:_What_We_Know#General_3E_System stated it will continue through the upcoming third edition]], because it would be "fake equivalence" to correct it.

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** In the same system, the diverging math between character creation points and experience points is regarded as this. Most traits bought up in character creation are paid for at a flat rate, but increase in cost exponentially afterwards when bought with experience points. Sub-optimal point investment in character creation, consequently, can leave a character behind literally the equivalent of hundreds of experience points.points (in a game where 4 per session is the baseline rate). This has persisted through the first and second editions of the games, and the developers have [[http://avatarcomic.net/ExaltedWiki/mediawiki-1.19.1/index.php?title=Exalted_3E:_What_We_Know#General_3E_System stated it will continue through the upcoming third edition]], because it would be "fake equivalence" to correct it.
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A few additional Exalted scrappy mechanics (BP/XP disparity and Resources)

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** In the same system, the diverging math between character creation points and experience points is regarded as this. Most traits bought up in character creation are paid for at a flat rate, but increase in cost exponentially afterwards when bought with experience points. Sub-optimal point investment in character creation, consequently, can leave a character behind literally the equivalent of hundreds of experience points. This has persisted through the first and second editions of the games, and the developers have [[http://avatarcomic.net/ExaltedWiki/mediawiki-1.19.1/index.php?title=Exalted_3E:_What_We_Know#General_3E_System stated it will continue through the upcoming third edition]], because it would be "fake equivalence" to correct it.
** Though not quite as widely maligned, due to having some positive upshots, the Resources system is similarly problematic. The Resources trait gives a simple zero-to-five abstract rating of a character's general wealth, meant to avoid having to do painstaking math or accounting. A character can't buy something that costs more than their Resources rating. Purchases below it are "out of pocket" expenses. A purchase equal to the rating is a significant expense, and lowers the rating by 1. However, this means 1: That characters can purchase "insignificant" things in infinite quantities, 2: That characters with Resources 1 literally cannot buy anything at all without bankrupting themselves, and 3: That merely buying the same items in the right or wrong order will completely change their impact on your wealth. Ex: At resources 3, buying a resources 3 item, then a resources 2 item, then a resources 1 item would drop you to resources 0. If you bought them in reverse order, despite their prices and your wealth being completely unchanged, you would only drop to resources 2.
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** There's also the "Harpie Rule", which only really affects the titular monsters, but is still fairly annoying. To wit, there are several monsters with effects that change their name to that of another monster, usually while it's face-up on the field. However, most all of the Harpie Lady monsters past the initial 2 don't specify ''where'' their effects treat their name as simply "Harpie Lady". As such, Konami has issued the ruling that these monsters are treated as having the name "Harpie Lady" ''for all intents and purposes, including deck construction''. What does that mean? Well, you can only have three copies of a specific monster in your deck at any one time, so with the other Harpie Lady monsters being treated as "Harpie Lady" all the time, instead of being able to have three copies of each one of them, you can only have three of any combination of them (for instance, you can only have either one of the original Harpie Lady and two of Harpie Lady # 1, '''or''' two of Cyber Harpie Lady, and one of Harpie Lady # 3, but not three each of Harpie Lady, Cyber Harpie Lady, Harpie Lady # 1, and Harpie Lady # 3). This severely limits the potential of a Harpie Lady deck, even more so when you consider [[WhatCouldHaveBeen all of the awesome support they have]]... though that might be ''why'' [[GameBreaker they were given this treatment]].

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** There's also the "Harpie Rule", which only really affects the titular monsters, but is still fairly annoying. To wit, there are several monsters with effects that change their name to that of another monster, usually while it's face-up on the field. However, most all of the Harpie Lady monsters past the initial 2 don't specify ''where'' their effects treat their name as simply "Harpie Lady". As such, Konami has issued the ruling that these monsters are treated as having the name "Harpie Lady" ''for all intents and purposes, including deck construction''. What does that mean? Well, you can only have three copies of a specific monster in your deck at any one time, so with the other Harpie Lady monsters being treated as "Harpie Lady" all the time, instead of being able to have three copies of each one of them, you can only have three of any combination of them (for instance, you can only have either one of the original Harpie Lady and two of Harpie Lady # 1, '''or''' two of Cyber Harpie Lady, and one of Harpie Lady # 3, but not three each of Harpie Lady, Cyber Harpie Lady, Harpie Lady # 1, and Harpie Lady # 3). This severely limits the potential of a Harpie Lady deck, even more so when you consider [[WhatCouldHaveBeen all of the awesome support they have]]... though that might be ''why'' [[GameBreaker they were given this treatment]]. Later Harpie cards wouldn't follow this rule, instead only changing their name to Harpie Lady when on the field or in the graveyard, making it possible to use more of them in the deck.
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** WordofGod (Gary Gygax himself) said that he wished he hadn't included the rather cumbersome weapon type having bonuses against certain AC types (almost universally ignored mechanic), and that he only included psionics in 1st edition because a friend talked him into it. 1st edition had a LOT of Scrappy Mechanics. They were just flat ignored most of the time and most DM's made houserules instead.

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** WordofGod (Gary Gygax himself) said that he wished he hadn't included the rather cumbersome weapon type having bonuses against certain AC types (almost universally ignored mechanic), and that he only included psionics in 1st edition (which at the time caused major baolance issues since creatures from previous material didn't come with any psionic resistance, which allowed psionic characters to run rampant.) because a friend talked him into it. 1st edition had a LOT of Scrappy Mechanics. They were just flat ignored most of the time and most DM's made houserules instead.
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*** To put this into further context: due to the abolishment of Priority, some creatures that were once thought irreparably-broken have now been unbanned (though still limited), chief among them is Black Luster Soldier, Envoy of the Beginning. Some fans have called for it's brother card, Chaos Emperor Dragon - Envoy of the End, to be unbanned as well, since the entire reason WHY it was broken was because Priority made its ignition effect nigh-uncounterable; it's still extraordinarily powerful, but arguably no more so (or even LESS so) than Judgment Dragon (since CED destroys itself and your hand, as well).
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* To a certain subset of board game players, dice get this reaction. Not a specific use of them, but dice full stop. A less extreme, and significantly more common, version of this being "dice are fine, the roll and move mechanic isn't."
** One reason players of board games object to dice more than players of {{Tabletop RPG}}s do is that board gamers are traditionally supposed to roll dice where everyone can see them (thus, no computer dice), and the makers of the games rarely provide a safe place to roll them. "Roll and move" can get ambiguous if your dice have just knocked your piece off the board.
** Some board games (''Trouble'' comes to mind) try to get around the wild dice by packing them inside a small plastic dome not much bigger than the dice. You press down to "roll." This has its own problems; you can get a numb palm with a long game of one of these, and the mechanism might malfunction, forcing you to either break it open to get at the dice, or roll dice obtained elsewhere.
** Others, like ''Candy Land'' and ''Sorry!'', eschew dice for a deck of specially-printed cards. Still random, but for some reason, card randomness is less hated than dice randomness.
** Many players also prefer games to be mostly or entirely choice-driven, thus placing an emphasis on skill versus luck. It's quite disconcerting to see a hardcore boardgamer [[RageQuit overturn a table and stalk away]] after ''winning'' a game on the luck of a draw.
* In TabletopGame/{{Chess}}, TournamentPlay, for many years, the [[http://en.wikipedia.org/wiki/Fifty-move_rule fifty move Draw rule]] counted. The rule was originally 50 moves without a capture or pawn movement and the game is a draw; note that this was not a Scrappy mechanic. Then it was found that certain positions were winnable in more than fifty moves, so the rules were patched. And then patched again. And then patched again. This changed every few years in the 80s, as more and more computer analysis was applied to chess, and more and more positions were thought winnable in more than 50 moves. Eventually, the result was sufficiently baroque that in 2001 it was decided to just leave it at 50 moves.
* In the fourth edition of ''TabletopGame/{{Warhammer 40000}}'', Skimmers received a lot of hate because they were excessively hard to kill. The worst offenders were Eldar skimmers equipped with holo fields and spirit stones. Add in how most if not all Eldar players typically run three Falcons (or some other skimmer) with this setup, and you have something that made a lot of people angry. Thankfully, they lost a lot of their power in the fifth edition.
** Continuing with that theme, the Tau had a strategy called "Fish of Fury" which was a complete GameBreaker under the 4th Edition skimmer rules. This involved taking two infantry squads with accompanying HoverTank {{Awesome Personnel Carrier}}s called Devilfish. The Devilfish benefited from the difficulty of killing skimmers and the armor of a light tank. By positioning the skimmers in front of the infantry, the skimmers blocked line-of-sight to the infantry squad, preventing them from being targeted. But in the Tau player's shooting phase, the Tau infantry could fire through the Devilfish representing it using its anti-grav engines to thrust upward and open the line of fire, only to drop back down when it came the enemy's turn to fire. This abuse of a poorly thought through mechanic was widely hated in tournament play.
** In the fifth edition, the Annihilate mission has generated a huge hatedom from Imperial Guard players because the Guard's Troops rules are incompatible with the kill points rule, making this an extreme example of FailureIsTheOnlyOption. For example, one Troops choice for an IG player is worth as many kill points as any other race's ''entire'' army in a 500-point game.
** "Yeah, so one kill point for the Devilfish, and one for the Drones." IG players are preaching to a blue choir on that one. There's also the 'nid Biovore when the edition first came out. Every time you fire, your enemy gets a kill point. Fortunately, most of the kill point issues with these armies were resolved through updated books and [=FAQs=].
** The 5th edition wound allocation rules have a large hatedom as well because of the large number of Ork ([[GameBreaker Nob Bikers]]) and Eldar (Seer Council on Jet Bikes) players that have highly varied load outs on multiwound units so you have to pump out large numbers of wounds to kill a single model because wounds can be placed on individuals rather than inflicting full wound casualties. For example, it takes 10 wounds to kill a single nob biker. Both cases are units that are very hard to kill thanks to special rules and proper equipment. It came to the point where the metagame shifted toward being able kill those units with either a few high-powered shots (which due to a ChunkySalsaRule could kill regardless of wounds) or just spamming so many shots that they could not save against them all. Armies released later in this addition included options with that metagame in mind, introducing balance problems between those armies who could do this easily and those who could not. The update to 6th Edition changed the ways that wounds are allocated, thus reducing the effectiveness of these kinds of builds.
** Let's not forget the "pile in" mechanic added to 5th edition's assault rules. Previously there was a considerable amount of finesse in positioning you miniatures right which could allow a weaker squad to defeat a stronger one if you set up the assault right. Not any more...
* The baby rule in the ''TableTopGame/{{Pokemon}}'' TCG generated a lot of flak due to adding yet another variable of luck to an already chance-heavy game. Combine with some of the more powerful cards being baby Pokémon and there's trouble. Eliminated in future sets.
* ''MagicTheGathering'' has gotten its share of Scrappy Mechanics over its fifteen years. Some qualify for being confusing (Phasing, Banding, Licids), some for being overpowered (Affinity, "Free," Tempest's implementation of Shadow), some for being time-consuming or otherwise cumbersome (shuffling, Naya's "big matters" theme), and some for being just plain stupid (Radiance).
** Infect is a notable case. According to head designer Mark Rosewater, a lot of people like it, but those who hate it really, ''really'' hate it. Common complaints include it's too powerful (though this is debatable), it's flavourless (having been implemented mainly as an aggro blitz mechanic which is completely at odds with Phyrexia's "slow and subtle" agenda), it's too insular (since infect cards don't have much place outside of an infect deck and vice versa), and it's pointless (damage being dealt via life loss or via poison counters is still damage, and has the exact same impact on gameplay).
** Banding isn't by itself bad; it's when they started having effects that gave or removed banding. One creature is white, and requires green mana to activate its banding, a white ability! And of course there's Tolaria, which removes banding. But there was also [[BlatantLies may band with other legends]], which only let that creature band with other legends that had the "may band with other legends" ability. And it wasted a land play for something that couldn't be tapped for mana! Yes, banding got far too complicated far too quickly.
*** Banding got phased out (no Magic pun intended) around the time cards started to get printed with reminder text for their abilities in earnest and printed rulebooks in every starter became a thing of the past. Which makes sense because while banding in and of itself wasn't that difficult an ability to apply once you grokked it, it was just complicated enough to ''explain'' to make the "reminder text" approach impractical given the limited space in each card's text box. (Creatures becoming less useful in numbers that would justify the use of banding as the number of ways to remove them from play individually or all at once without having to engage in explicit combat soared over time may also have had something to do with it.)
** Transform is the new ScrappyMechanic for ''Magic,'' as its cards are the first to have different backings. Said cards need to be able to flip over during play, making them incompatible with sleeves, but also ''must'' be sleeved or else count as marked cards (and are thus illegal in tournaments and any casual group with a shred of common sense). The solution is to print placeholder cards that garbage up booster packs, with Transform cards held in a pile off to the side. Since all the Transform cards had to be printed on the placeholder, they are few in number--meaning your opponent has a pretty good idea what deck you're running when he sees you have a pile of Transform cards off to the side.
* Examples from ''DungeonsAndDragons'':
** Rolling to hit in 1st and 2nd edition Advanced Dungeons and Dragons. While the rules generally made it pretty easy to work out what you had to roll to accomplish something in almost any given situation, in almost every other case a low dice roll was a good thing. When rolling to hit, however, players had to roll high. Many people felt that assigning characters a number that was lower the better protected-they were was rather counter-intuitive. Expressing a character's skill in battle as the minimum roll needed to injure a person in full plate with a shield and a high dexterity (as opposed to, say, the minimum roll needed to injure a naked person) was worse, however.
** WordofGod (Gary Gygax himself) said that he wished he hadn't included the rather cumbersome weapon type having bonuses against certain AC types (almost universally ignored mechanic), and that he only included psionics in 1st edition because a friend talked him into it. 1st edition had a LOT of Scrappy Mechanics. They were just flat ignored most of the time and most DM's made houserules instead.
** Favored class/multiclass XP penalty rules from the 3rd edition. Notable for completely failing at what they were meant to do (a character that takes 1 level in 20 classes takes no hit under them, a character that takes 15 levels in one take and 5 in another DOES take a hit) and acting like a straitjacket on customization, further exotic base classes are rarely supported as favored classes, making them harder to use. Very few groups actually use them. Made worse by Humans being omni-class, whereas everyone else had a single favored class. And on top of this, prestige classes -- which are generally more powerful than multiclassing anyway -- don't take the penalty.
** Levels limits for races other than humans. For low level games, utterly irrelevant as a balancing factor. For higher level games, OTOH, they put a giant brick wall in the way of the demihuman races being useful, because suddenly you *couldn't gain anymore levels.* To add insult to injury, the level limits also acted as further straightjackets on character design, since outside of the single favored class for a given race, they were often so low as to be punitive even in a low level game. Thankfully eliminated in 3e and later.
** In a similar vein, level adjustments. They are almost never worth it.
** The Savage Species ritual: the one that lets you sacrifice levels in XP cost (that is, a level 1 template costs 1000 XP, a level 2 template costs 3000, etc) to apply ''templates'' to your character. Kobolds are bad enough, but when you factor in that the character can drop from level 6 to level 5 and pick up the Necropolitan, Half-Celestial and Weretiger templates without much hassle, maintaining balance in a party becomes pretty much impossible.
** Savage Species was an entire Scrappy Book of poorly-balanced concepts. It's one book almost no sensible DM will allow.
** [[GrapplingWithGrapplingRules Grappling]] in 3rd edition was considered confusing and in any event, it generally wasn't worth versus hacking a creature to death.
*** However, the 3rd edition grappling rules were the very soul of clarity compared to the 1st edition unarmed combat (grappling/pummelling/overbearing) rules. It wasn't all that uncommon for the bad guys to kidnap, imprison, or otherwise de-equipify the party, only for the DM to suddenly announce that the party found a crate of daggers when one of the players pointed out "So I guess we'll be using the unarmed combat rules?"
** [[HitPoints Hit Point]] damage. While this is not normally a Scrappy Mechanic even when coupled with the usual CriticalExistenceFailure when player damage outputs are relatively low compared to enemy HP without specific and highly optimized builds but the same is not true of enemy damage output relative to your HP your options become 1: Bypass the broken mechanic by not doing HP damage, which [[LinearWarriorsQuadraticWizards not all classes can do]], 2: Limit yourself to one of a select handful of builds, as otherwise the enemies will survive to get a turn and thus kill you. 3: Die.
** 3.5 featured two kinds of casters: VancianMagic casters, who prepared their wide selection of spells in the morning, and spontaneous casters, who knew a small pool of spells that they could cast without preparing. This looks fairly balanced, so of course the designers decided to cripple the latter system with how nearly all spontaneous casters advanced. They learned stronger spells when their level was double that of the spell (so a sorcerer learned 3rd-level spells at level 6), while Vancian casters learned at double the spell ''minus one'' - so a wizard would be learning that same spell at level 5. To make matters worse, most challenges and {{Prestige Class}}es were designed with Vancian casters in mind. This basically meant that spontaneous casters were always at least one level behind the curve, and levels 2 and 3 (since you learned your first-level spells at first and your second-level at fourth) were practically EmptyLevels. Result? Vancian casters became [[TierInducedScrappy Tier Induced Scrappies]], and many spontaneous casters started using tricks like [[GameBreaker White Dragonspawn Loredrake Dragonwrought Kobold]] just to catch up.
** While pretty much everything relating to the laughably underpowered [[IKnowYourTrueName truenamer]] could land in this trope, special thanks must be given to the Law of Resistance and the Law of Sequence. For the uninitiated: The truenamer uses his abilities, called "utterances," by rolling against 15+double the target's CR. (You may be asking, "Doesn't this mean he [[LowLevelAdvantage gets less effective when he levels up]]?" [[GameBreakingBug Answer: Yes.]]) The truenamer is a buff-and-debuff centric class, so he wants to use his utterances as much as possible, and he doesn't get a lot. Meet the Law of Resistance, which raises the DC of an utterance by 2 every time you use it. (And yes, this ''is'' a nightmare to keep track of!) One major trick the truenamer has to boost his utterances is the ability to "reverse" an utterance; for instance, the reverse of a flight utterance forces a target to the ground; the reverse of a sensory booster gives the target a sensory overload. You're probably thinking of ways to use these effects in tandem... meet the Law of Sequence. If you have an utterance active, you can't use it again as long as it's active. Oh, right, and most utterances are single-target, so if you've got two melee fighters in the party and you want to help one out when he's under pressure but you've already buffed one up, you need to cancel all the buffs on the other guy, then redo all of them onto the one who needs them, only they're harder to use now thanks to the Law of Resistance. Yeah, there's a reason [[TierInducedScrappy this guy]] gets [[PickedLast picked after]] the [[LethalJokeCharacter adept]] in Mage Kickball.
** In 4th edition you have a similar problem. Player damage output compared to enemy HP is still lower, while enemies don't do much damage either. [[HitPoints HP]] became a Scrappy Mechanic anyways, because you're likely to fall asleep long before the enemy has been ground down by HP damage and there are not any ways of bypassing the snoozefest.
*** Somewhat addressed by [[WizardsOfTheCoast WotC]] in later books, most notably the ''Dungeon Master's Guide 2'', which officially tweaks the rules for creating elite and solo monsters (in other words, exactly the toughest lumps of HP around) by no longer granting them better-than-average defenses for their type and trimming 20% off the HP totals of high-level solos on top of that. (Solo monsters in particular are generally intended to compensate for their lowered life expectancy under this approach by [[TurnRed turning red]] once bloodied.)
* 3rd edition's sister product, ''D20Modern'', had the Wealth Check system. In theory, this means that instead of nailing down all equipment in terms of absolute cost (which was guaranteed to fall victim of TechnologyMarchesOn as the high tech gadgets of 2002 like mobile internet and sub-notebook computers became commonplace by 2009), items have a "Wealth Check DC," which is the character's Wealth modifier (arrived upon via the player's Starting Occupation and rank in the Profession skill, then altered by some Feats) plus a d20 roll. In theory, this keeps item pricing from ever looking too ridiculous. In practice, it meant that a character's gear was essentially randomized, ''and'' that characters had to either requisition equipment on the honor system or with the GM present. In the end, most [=GMs=] ignored it because telling a player he can't play a sniper because he rolled a 2 on his Wealth check and now can't afford a sniper rifle.
** The trouble was compounded in the way Wealth went up and down. If a product cost less than the player's unmodified check, it could be purchased at essentially no cost. If it was higher than the character's base check modifier, it had to be rolled for--and a success lowered the player's Wealth by 1. Wealth was gained by making Profession checks when leveling up, and could award a 0-4 bonus, depending on how well the roll went. This mean that the system gave a huge advantage to characters created above level one; they could roll to gain wealth during their offscreen levels, then buy equipment after their Wealth check rose to get items essentially for free, instead of losing Wealth to roll for those items at level 1.
** The Wealth system was also broken wide open by the ''D20 Future'' splatbook. Among the things it added was a futuristic device that, while expensive, granted 1-3 Feats of the player's choice to that player. The existence of the Feat "Windfall" (+3 to Wealth checks, special caveat that it can be taken any number of times), meant that a character could repeatedly buy version of the device that contained multiple Windfalls until his Wealth modifier was so high he could buy anything.
* Many Tabletop {{RPG}}s have you GrapplingWithGrapplingRules.
* For ''TableTopGame/YuGiOh'' card game players: Missing The Timing. Basically, there are two general types of effects: Mandatory (where you ''have'' to activate it, regardless of what else is happening, at the time), and Optional (where you can ''choose'' to activate the effect or not). Thing is, rulings dictate that the Optional effect ''must'' be the last thing to happen, else it "misses the timing" and doesn't get to activate. This can be anything from activating in the middle of a card chain (and not being the last chain link to resolve), to being used as a cost to activate another card, to ''being tributed to summon another monster''. You cannot believe the amount of otherwise-powerful cards that get thwarted simply because their effects say "you ''can'' do X", instead of "you do X".
** To explain. If a card says "If", even if the effect if optional, you can use it any time after the event, because it grants the ability from that point on. But if the card says "When" then you are only granted the ability to do the optional effect at that specific time. The problem is that the timing rules can and will block you from activating the effect at that time, because something else needs to resolve first. Because the rules force something else to happen before you can use the effect the opportunity is gone, and you have thus missed the timing. What's so annoying is the name of the rule implies that you could have used the effect, and you missed the chance. However the opposite is usually true. There was no way to prevent the timing form being missed!
** Inverted with ''Franchise/YuGiOh'' video games, where this rule becomes a ScrappyMechanic because it asks you if you want to use the effect ''if literally anything happens in the game''. [[TheComputerIsACheatingBastard Unless it will actually benefit you to activate the card/effect in question.]]
** Back when the game first began, part of the power of cards like the Trap Hole set (which destroyed monsters on summon) was that you could block a monster from using its effect. However, because they activate when a monster is summoned and only destroy it (rather than actively negating its summon attempt), the monster is technically on the field first (this is the reason why it is impossible to destroy Jinzo, a monster which prevents traps from working for as long it's on the field, on summon with Trap Hole), so for some reason it was decided that the player should be able to use the effect of their monster regardless of whether or not it's about to be destroyed. This can result in some ludicrously powerful optional effects happening at a time when the monster should have been dead and buried, and is ''extremely annoying''.
** For the record, that is called ''Priority''. And as of March 19, 2011 (now etched in history as [[Anime/YuGiOhZEXAl the Exceed Rule Patch]]), this is now abolished and the ''Trap Hole'' cards regain their power of eliminating big threat monsters like Judgment Dragon and Dark Armed Dragon.
** There's also the "Harpie Rule", which only really affects the titular monsters, but is still fairly annoying. To wit, there are several monsters with effects that change their name to that of another monster, usually while it's face-up on the field. However, most all of the Harpie Lady monsters past the initial 2 don't specify ''where'' their effects treat their name as simply "Harpie Lady". As such, Konami has issued the ruling that these monsters are treated as having the name "Harpie Lady" ''for all intents and purposes, including deck construction''. What does that mean? Well, you can only have three copies of a specific monster in your deck at any one time, so with the other Harpie Lady monsters being treated as "Harpie Lady" all the time, instead of being able to have three copies of each one of them, you can only have three of any combination of them (for instance, you can only have either one of the original Harpie Lady and two of Harpie Lady # 1, '''or''' two of Cyber Harpie Lady, and one of Harpie Lady # 3, but not three each of Harpie Lady, Cyber Harpie Lady, Harpie Lady # 1, and Harpie Lady # 3). This severely limits the potential of a Harpie Lady deck, even more so when you consider [[WhatCouldHaveBeen all of the awesome support they have]]... though that might be ''why'' [[GameBreaker they were given this treatment]].
* ''{{Exalted}}'' had the Reactor/Perfect Spam/Lethality/Paranoia Combat/Overwhelming issue, which was a whole ''bunch'' of these. Elaborated: Reactor meant that with relentless stunting and mote regeneration Charms it was comparatively easy to come out of any given action with more motes of Essence and more Willpower than you started. These motes and WP were then spent to activate "paranoia combos", which were massive experience sinks containing every single NoSell power that could be accessed, including perfect defences. If you didn't activate your paranoia combo, you would die because of a preponderance of unpleasant "bad touch" effects, which would kill you, cut off your arms, turn you into a ferret, or otherwise make your life very difficult, not helped by the low health levels of these ''titan-killing god-kings'', which ensured that even if there weren't any bad-touch effects in the oncoming attack, it would still deal quite a lot of harm if it got through your overpriced armour. Overwhelming damage and Essence Ping ensured that armour was [[ArmourIsUseless largely unhelpful]]. Notably, the 2.5 errata tried to kill ''almost all of these''; combos became free, mote regeneration was nerfed in the head, stunt regen was dropped to once per action, Essence ping was killed, Overwhelming became far weaker, and armour got cheaper. More abstractly, some players dislike Charms, believing them to be either annoying, too limiting, or overemphasised, and attunement motes in the 2.5 errata were liked by exactly nobody, but the lethality/paranoia issue was the most widely complained about and the source of many fixes.
* ''{{Car Wars}}'' Confetti Rule: Due to a combination of factors (tournament games at conventions with strict time limits; extremely-low-weight engines; minimally-ablative armor), it became a simple matter to design a duelling car whose armor could not be penetrated easily (if at all) by the weapons of the game, singly or in linked masses. The "solution"? Institute a rule where if a car took damage equal to its mass divided by 50, it was automatically reduced to debris even if its armor was unbreached. Unfortunately, the writer of this rule forgot about Ramming, and specifically the fact that a car which was hit by a Ramplate wound up taking four times as much damage as the rammer (due to a poorly-written Ramplate-damage rule -- not only did the target take 2x damage, the rammer took 1/2 damage!). Worse: A ram-car could easily have enough armor and other items to render it impossible to hit, much less damage. End Result: Ram-cars became the vehicle of choice, especially in tournaments; players who brought gun-equipped cars had no chance of winning. Mention of Confetti around gamers who remember this period is a Bad Idea....

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