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** [[MiniMecha Protomechs]] have a "near miss" result on their hit location chart that negates the damage dealt. This was quickly revised so that it did not apply to area-effect weapons like bombs, artillery fire, or [[NukeEm nuclear weapons]] so that it's no longer theoretically possible to dodge the effects of a close range detonation of a tactical nuke.

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** [[MiniMecha Protomechs]] have a "near miss" "{{near miss|es}}" result on their hit location chart that negates the damage dealt. This was quickly revised so that it did not apply to area-effect weapons like bombs, artillery fire, or [[NukeEm nuclear weapons]] so that it's no longer theoretically possible to dodge the effects of a close range detonation of a tactical nuke.

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** In their ''Lord of the Rings'' game, one version of Frodo had an "inspiring presence" rule which stated "Frodo counts as a banner in all respects." A later reprint added ''"with the exception that he cannot be picked up and wielded by another model."'' Guess what particularly "creative" players [[EquippableAlly tried to do with Frodo]] [[OfCorpseHesAlive before this?]]

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* Game's Workshop's ''Middle Earth Strategy Battle Game'':
** In their ''Lord of the Rings'' game, one One version of Frodo had an "inspiring presence" rule which stated "Frodo counts as a banner in all respects." A later reprint added ''"with the exception that he cannot be picked up and wielded by another model."'' Guess what particularly "creative" players [[EquippableAlly tried to do with Frodo]] [[OfCorpseHesAlive before this?]]this?]]
** Later editions saw many tournament army lists taking the Master of Lake Town (a cheap JokeCharacter) so they could include Lake Town troops, while taking a more expensive hero like Saruman or Glorfindel as their army leader. An errata gave the Master an extra rule, "[[SmallNameBigEgo Who would have the nerve to question my authority?]]", that states that if he's in your army, he ''must'' be the army's leader.

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The Pathfinder section was entirely removed without explanation, seemingly accidentally caught up in the transfer of D&D 3rd edition to its own page, so I'm restoring it.


* ''TabletopGame/{{Pathfinder}} First Edition'' has a plethora of these, being a rework of ''TabletopGame/DungeonsAndDragonsThirdEdition''. Base classes all get extra features to eliminate EmptyLevels, the skill list is slimmed down with a number of similar skills merged together, and there are various small changes like giving rangers the spell ''instant enemy'' to let them temporarily add creature types they didn't select on level-up to their favored enemy list (addressing an old weakness of rangers, that they're too situational). Paizo also occasionally released blog entries and new printings to correct errors in earlier rulebook editions, such as clarifying that rangers with the [[https://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo-ranger-archetypes/freebooter Freebooter archetype]] should read "current target of Freebooter's Bane" anywhere a ranger class feature says "favored enemy".

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* ''TabletopGame/{{Pathfinder}} First Edition'' has a plethora of these, being a rework of ''TabletopGame/DungeonsAndDragonsThirdEdition''. Base classes all get extra features to eliminate EmptyLevels, EmptyLevels and the skill list is slimmed down with a number of similar skills merged together, together. Paizo also released blog entries and there are various small new printings to correct errors in their own rulebook editions.
** The Quick Draw feat allows you to draw any item from your pack as a free action... except flasks of [[GreekFire alchemist's fire]] or [[HollywoodAcid acid]]. You also cannot [[BackStab sneak attack]] with such items, unlike all other weapons. These
changes were obviously put in place due to volleys of flasks being popular among 3.5e rogues as a means to fight enemies resistant to physical damage or vulnerable to fire, as well as being a potential unblockable multi-kill to enemies with the magical equivalent of a Molotov cocktail.
** The original 3.X rules for non-lethal damage resulted in jokes about how you can punch people all day without killing them. The rule was changed so that after a character has accumulated enough non-lethal damage to equal their maximum HP, any further damage is automatically lethal.
** It was ruled that, if an attack would do zero damage, instead of always doing one point of ScratchDamage, it does one point of nonlethal damage. Most creatures that were affected by this rule were creatures
like giving rangers house cats or rats, which were fairly notorious in 3.x for their ability to injure or defeat 1st-level humans (scratch damage is a big deal when you have four hit points) - [[http://www.giantitp.com/comics/oots0780.html humorously demonstrated here.]]
** Rangers were given
the spell ''instant enemy'' to let them temporarily add creature types they didn't select on level-up to their favored enemy list (addressing an old weakness of rangers, that they're too situational). Paizo also occasionally released blog entries and new printings to correct errors in earlier rulebook editions, such as clarifying that rangers situational), while ones with the [[https://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo-ranger-archetypes/freebooter aonprd.com/ArchetypeDisplay.aspx?FixedName=Ranger%20Freebooter Freebooter archetype]] should were instructed to read "current target of Freebooter's Bane" anywhere a ranger class feature says "favored enemy".enemy", to avoid leaving them with abilities that affected nothing. Several other archetypes have this kind of issue without explicit correction, leaving players to assume similar patches themselves.
** One of the Gunslinger class's starting rules lets him or her start the game with a gun, but a low-quality one that [[OnlyICanMakeItGo only he or she can use]] and [[WhatAPieceOfJunk can thus only be sold for scrap]]. This closes two loopholes in one go, because otherwise firearms are generally more expensive than an entire party's worth of gold can afford at first level. It ensures that the player can start the game with their class's defining weapon but can't hock it for a big payday at level one.
** The Magus has the option to get a Swashbuckler deed and use their arcane pool points as panache points to use the ability. However, they count as a 0th-level Swashbuckler for the purposes of the ability. This is a highly unusual way to implement it (many abilities copied from another class would do nothing at all at 0th level), and had to be confirmed via errata - which added that although they can spend their arcane points as panache points, they don't ''have'' panache points for these abilities, not even if they get actual panache points by another source. The goal appears to be to stop the Magus from gaining Precise Strike or Evasive, respectively powerful offensive and defensive boosts that care about whether you have at least one panache point and your Swashbuckler level, that were considered acceptable on a non-caster melee class but too powerful on the Magus. This has the side effect of making the ''majority'' of Swashbuckler deeds, even quite innocuous ones, partially or entirely nonfunctional if taken by the Magus.
** A popular defensive measure for Alchemists was to get a Tumor Familiar with the Protector archetype. This allows the Alchemist to shunt half the damage they take to a familiar which regains 5 HP each turn. Ultimate Wilderness created an obvious patch on this by preventing Tumor Familiars from taking the Protector Archetype, because, apparently, they are unable to be so loyal as to give their lives for their master. The fact that they literally have a feat called ''Die for your Master'' is surely irrelevant.
** The Summoner class includes a note that the player's [[NonPlayerCompanion eidolon]] cannot wear armor because it "interferes with the Summoner's link to it." This is obviously just a patch to prevent all Summoners from making their eidolons humanoid-shaped so they can put them in armor and double their armor class.
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** The Deathstrike Missile used to have [[ReadingsAreOffTheScale infinite range]]. Some players [[LoopholeAbuse took this too literally]] and would fire Deathstrikes at ''other people's tables'', or even at games happening on other ''countries''. Later printings simply gave it a really long range, but one still... measurable.
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* The rules for creating abominations in ''TabletopGame/OldWorldOfDarkness''. If you attempt to turn a werewolf into a vampire, the werewolf gets a skill roll. He wins, he dies peacefully. He loses, he dies horribly but his soul is free. He [[CriticalFailure botches,]] he becomes an abomination, essentially a walking GameBreaker balanced out by [[HeroicBSOD crippling depression.]] Since there are all sorts of abilities in ''[=tWoD=]'' that can cause a skill roll to fail or critically fail, the editors in Revised Edition state that nothing short of divine intervention can affect the roll (except spending a Willpower point for an automatic success).
** ''TabletopGame/VampireTheMasquerade'' has an example that's both in and out-of-universe. If a Kindred attempts to Dominate another Kindred of lower Generation it automatically fails. In-universe, this is speculated to be a fail-safe Caine implemented to keep his childer from Dominating him. Out-of-universe, this rule keeps Power Gamers from Dominating important NPCs.

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* The rules for creating abominations in ''TabletopGame/OldWorldOfDarkness''. If you attempt to turn a werewolf into a vampire, the werewolf gets a skill roll. He wins, he dies peacefully. He loses, he dies horribly but his soul is free. He [[CriticalFailure botches,]] botches]], he becomes an abomination, essentially a walking GameBreaker balanced out by [[HeroicBSOD crippling depression.]] depression]]. Since there are all sorts of abilities in ''[=tWoD=]'' ''Franchise/TheWorldOfDarkness'' that can cause a skill roll to fail or critically fail, the editors in Revised Edition state that nothing short of divine intervention can affect the roll (except spending a Willpower point for an automatic success).
** ''TabletopGame/VampireTheMasquerade'' has an example that's both in and out-of-universe. If a Kindred attempts to Dominate another Kindred of lower Generation it automatically fails. In-universe, this is speculated to be a fail-safe Caine implemented to keep his childer from Dominating him. Out-of-universe, this rule keeps Power Gamers from Dominating important NPCs.[=NPCs=].
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Clarity and some factual inaccuracy


* ''TabletopGame/{{Chess}}'' has En Passant, one of the more odd moves in the game (except perhaps for Castling) which allows a pawn to take another pawn without touching it. There's a specific setup for it[[note]]A pawn can move two spaces on its first move. If you use this to move ''beside'' a pawn rather than move one space diagonal to it (where it could capture), that pawn can move diagonally to the space above your pawn to capture it[[/note]], but it sticks out like a sore thumb as one of these as it's the only move in the game that allows you to capture a piece without touching it and was added to remove the opponents means of avoiding a scenario where they either were forced to move a pawn to let yours capture it, or be forced to capture your pawn on the next turn.

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* ''TabletopGame/{{Chess}}'' has En Passant, one of the more odd moves in the game (except perhaps for Castling) which allows a pawn to take another pawn without touching it. There's a specific setup for it[[note]]A pawn can move two spaces on its first move. If you use this to move ''beside'' a pawn rather than ''TabletopGame/{{Chess}}'': The ''en passant'' rule. Originally, pawns could only move one space diagonal to it (where it could capture), that pawn can move square forward, and capture diagonally to forward. To speed up the space above your opening phase, pawns were allowed to move two squares on their first move, but as a consequence, a pawn to could slip past an opposing pawn, denying it the possibility of capturing. So the ''en passant'' rule was added, stating that after a pawn makes its double move, an opposing pawn can capture it[[/note]], but it sticks out like a sore thumb as one of these as it's the if it had only move in the game that allows you to capture a piece without touching it and was added to remove the opponents means of avoiding a scenario where they either were forced to move a pawn to let yours capture it, or be forced to capture your pawn on the next turn.moved one square.


** ''TabletopGame/AdvancedDungeonsAndDragonsSecondEdition'': The article "What's a Wizard to Do?" in ''Magazine/{{Dragon}}'' magazine #219 by Anne Brown, one of the playtesters of the ''TabletopGame/{{Birthright}}'' setting, revealed that the published version of the realm spell ''move troops'' was changed to a portal the army travelled through (and could decide not to) rather than a teleport effect, after she used the teleport version on ''enemy'' troops, and sent them straight into a monster lair.

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** ''TabletopGame/AdvancedDungeonsAndDragonsSecondEdition'': ''TabletopGame/AdvancedDungeonsAndDragons2ndEdition'': The article "What's a Wizard to Do?" in ''Magazine/{{Dragon}}'' magazine #219 by Anne Brown, one of the playtesters of the ''TabletopGame/{{Birthright}}'' setting, revealed that the published version of the realm spell ''move troops'' was changed to a portal the army travelled through (and could decide not to) rather than a teleport effect, after she used the teleport version on ''enemy'' troops, and sent them straight into a monster lair.
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** ''TabletopGame/VampireTheMasquerade'' has an example that's both in and out-of-universe. If a Kindred attempts to Dominate another Kindred of lower Generation it automatically fails. In-universe, this is speculated to be a fail-safe Caine implemented to keep his childer from Dominating him. Out-of-universe, this rule keeps Power Gamers from Dominating important NPCs.
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None

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* ''TabletopGame/{{Pathfinder}} First Edition'' has a plethora of these, being a rework of ''TabletopGame/DungeonsAndDragonsThirdEdition''. Base classes all get extra features to eliminate EmptyLevels, the skill list is slimmed down with a number of similar skills merged together, and there are various small changes like giving rangers the spell ''instant enemy'' to let them temporarily add creature types they didn't select on level-up to their favored enemy list (addressing an old weakness of rangers, that they're too situational). Paizo also occasionally released blog entries and new printings to correct errors in earlier rulebook editions, such as clarifying that rangers with the [[https://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo-ranger-archetypes/freebooter Freebooter archetype]] should read "current target of Freebooter's Bane" anywhere a ranger class feature says "favored enemy".
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Had a brain fart and forgot that Chaotic is a Trading Card Game. Will move it to the Card Game section


* ''TabletopGame/{{Chaotic}}'': [[https://chaotic.fandom.com/wiki/File:Najarin,_Fluidmorphers%27_Foe.png Najarin, Fluidmorphers' Foe]] has an ability that gives him a Mugic counter whenever an opposing Creature gets one. They had to roll out a very quick errata to make it no longer trigger off Creatures named "Najarin" to prevent two copies of Fluidmorphers' Foe from causing infinite loops.

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