History YMMV / TheDarkEye

25th Aug '16 2:59:43 AM ruthlesstyrant
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*** However, that particular spell is generally a blacklist of sorts, except for Druids, where most of the exceedingly powerful spells (like all the spells dealing with manipulation of time etc.) are. These spells are generally intended to be for [=NPCs=] only and there are almost never official ways (like deriving it from a spellbook, learning it at an academy etc.) to get a hold on them - not to mention the side effects like antagonizing the God of Time, for example. A GM who hands out spells like these probably has a totally different idea of gamebreaking mechanics.

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*** However, that particular spell ("Seelenwanderung", which roughly translates into "soul migration") is generally on a blacklist of sorts, except for Druids, where most of the exceedingly powerful spells (like all the spells dealing with manipulation of time etc.) are. These spells are generally intended to be for [=NPCs=] only and there are almost never official ways (like deriving it from a spellbook, learning it at an academy etc.) to get a hold on them - not to mention the side effects like antagonizing the God of Time, for example. A GM who hands out spells like these probably has a totally different idea of gamebreaking mechanics.



* RootingForTheEmpire: In the early days of the Dark Eye the slave-holding city-state of Al'Anfa was the source of all evil and scourge of the continent's south. Then VillainDecay set in and TheEmpire was thoroughly pummeled whenever it reared its head (and sometimes even when it didn't). Nowadays the fanbase is nearly unanimous in its support for the battered city.

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* RootingForTheEmpire: In the early days of the Dark Eye the slave-holding city-state of Al'Anfa was the source of all evil and scourge of the continent's south. Then VillainDecay set in and TheEmpire was thoroughly pummeled whenever it reared its head (and sometimes even when it didn't). Nowadays the fanbase is nearly unanimous in its support for the battered city.
17th Feb '15 3:08:47 AM DeadlyAssassin
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* RunningTheAsylum: The writing staff consists completely of [[AscendedFan fans]].
16th May '14 8:15:35 AM demonfiren
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** The fact that magic users aren't explicitly denied by the rules to wear heavy weapons and any type of non-metal armor (with some exceptions like druids, who mustn't use metal at all) opened a lot of loopholes for {{Munchkin Munchkins}}. The 4th edition however introduced a currency-based leveling system somewhat comparable to TheWorldOfDarkness that encouraged specialisation and made "multi-classing" a lot less attractive.

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** The fact that magic users aren't explicitly denied by the rules to wear heavy weapons and any type of non-metal armor (with some exceptions like druids, who mustn't use metal at all) opened a lot of loopholes for {{Munchkin Munchkins}}.{{Munchkin}}s. The 4th edition however introduced a currency-based leveling system somewhat comparable to TheWorldOfDarkness that encouraged specialisation and made "multi-classing" a lot less attractive.
18th Dec '13 6:36:57 AM beagel
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** For reference the ones who only might: the demon king of tyrannic rule and law (Going way past KnightTemplar), the king of axe crazy, butchering warriors, the queen of everything scary in the sea (channeling Cthulhu and other nasties), the king of strife and unfaithfulness, the queen of undead and nightmares, the king (or queen) of illusions and madness, the king of black ice and hunting every possible prey (including HuntingTheMostDangerousGame), the queen of mutation, the king of greed, the queen of sickness and filth, and the king of perverted fire, air, stone and earth along with perverted inventions.
18th Dec '13 6:24:03 AM beagel
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** Druids can learn a ritual to burn up their entire remaining life force to fuel terrifyingly powerful spells for a short time, after which they irrevocably die. However, they can ''also'' learn a spell that lets them swap bodies with another person's, and the extra power from the ritual all but guarantees that this spell will go through. As a result, the druid who has just nuked half a continent is probably already safely inside another's skin while the poor bastard's soul is stuck in a body about to die. This tactic is actually acknowledged by the writers, one of the major evil [=NPCs=] has been using it to prolong his life for centuries.
*** However, that particular spell is generally a blacklist of sorts, where most of the exceedingly powerful spells (like all the spells dealing with manipulation of time etc.) are. These spells are generally intended to be for [=NPCs=] only and there are almost never official ways (like deriving it from a spellbook, learning it at an academy etc.) to get a hold on them - not to mention the side effects like antagonizing the God of Time, for example. A GM who hands out spells like these probably has a totally different idea of gamebreaking mechanics.

to:

** Druids All "full" magic users can learn a ritual to burn up their entire remaining life force to fuel terrifyingly powerful spells for a short time, after which they irrevocably die. However, they can ''also'' learn a spell that lets them swap bodies with another person's, and the extra power from the ritual all but guarantees that this spell will go through. As a result, the druid who has just nuked half a continent is probably already safely inside another's skin while the poor bastard's soul is stuck in a body about to die. This tactic is actually acknowledged by the writers, one of the major evil [=NPCs=] has been using it to prolong his life for centuries.
*** However, that particular spell is generally a blacklist of sorts, except for Druids, where most of the exceedingly powerful spells (like all the spells dealing with manipulation of time etc.) are. These spells are generally intended to be for [=NPCs=] only and there are almost never official ways (like deriving it from a spellbook, learning it at an academy etc.) to get a hold on them - not to mention the side effects like antagonizing the God of Time, for example. A GM who hands out spells like these probably has a totally different idea of gamebreaking mechanics.
22nd Aug '13 9:00:47 PM TheMysteriousTroper
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** Many of the authors are guilty of this, introducing their personal wish-fulfillment PCs as uber characters with stats that were impossible to achieve by normal means, even if a player would constantly roll the highest values on any given dice.

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** Many of the authors are guilty of this, introducing their personal wish-fulfillment PCs [=PCs=] as uber characters with stats that were impossible to achieve by normal means, even if a player would constantly roll the highest values on any given dice.
13th May '13 4:19:17 PM VPhantom
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*** However, that particular spell is generally a blacklist of sorts, where most of the exceedingly powerful spells (like all the spells dealing with manipulation of time etc.) are. These spells are generally intended to be for NPCs only and there are almost never official ways (like deriving it from a spellbook, learning it at an academy etc.) to get a hold on them - not to mention the side effects like antagonizing the God of Time, for example. A GM who hands out spells like these probably has a totally different idea of gamebreaking mechanics.

to:

*** However, that particular spell is generally a blacklist of sorts, where most of the exceedingly powerful spells (like all the spells dealing with manipulation of time etc.) are. These spells are generally intended to be for NPCs [=NPCs=] only and there are almost never official ways (like deriving it from a spellbook, learning it at an academy etc.) to get a hold on them - not to mention the side effects like antagonizing the God of Time, for example. A GM who hands out spells like these probably has a totally different idea of gamebreaking mechanics.
2nd Apr '13 8:22:51 AM Austin
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* ContinuityPorn: Some might think that the setting's depth of information was a "bad" thing.
28th Feb '13 8:24:52 AM ruthlesstyrant
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** The fact that magic users aren't explicitly denied by the rules to wear heavy weapons and any type of non-metal armor (with some exceptions like druids, who mustn't use metal at all) opened a lot of loopholes for {{Munchkin Munchkins}}. The 4th edition however introduced a currency-based leveling system somewhat comparable to TheWorldOfDarkness that encouraged specialisation and made "multi-classing" a lot less attractive.
28th Feb '13 8:17:16 AM ruthlesstyrant
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Added DiffLines:

*** However, that particular spell is generally a blacklist of sorts, where most of the exceedingly powerful spells (like all the spells dealing with manipulation of time etc.) are. These spells are generally intended to be for NPCs only and there are almost never official ways (like deriving it from a spellbook, learning it at an academy etc.) to get a hold on them - not to mention the side effects like antagonizing the God of Time, for example. A GM who hands out spells like these probably has a totally different idea of gamebreaking mechanics.
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http://tvtropes.org/pmwiki/article_history.php?article=YMMV.TheDarkEye