Taking Rules to Their Illogical Extremes

GMMichael

Guide of Modos
Hmm. Good spot to break some of my own rules...

Modos 2 said:
Non-Actions: Your character isn't limited to a discrete set of actions each round. You can do anything else you want, as long as it wouldn't interfere with the other actions in the round...
So I can make three attacks with my three actions, open a door, go prone, get back up, check a chest for traps, cast a spell on myself, talk to my neighbor, ready my weapon, sheathe my weapon, knock an arrow, hide, craft a poison with which to coat my arrow...as long as I don't interfere with anyone else?

Modos 2 said:
Large Size Perk: You are much bigger than the average person. . .
Hmm. There's no table, or restriction. I'll take Storm Giant-size, please.

(Thank the gods for Rule Zero!)
 

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Beleriphon

Totally Awesome Pirate Brain
Basically it's mentalist who has sufficient telepathy to find a given target anywhere in the world. Once the target is located you start using you Scanners mind attack until the target's head explodes.

In Mutants and Masterminds that's the Bathroom Mentalist. It effectively lets your character participate while taking a shower, or using other facilities.
 

DrunkonDuty

he/him
There was an article in an AC about the craziest things you could do (pre BBB, when you kept getting 1/2 points for successive disadvantages, and could theoretically get like a thousand CP or something), one of them was The Landlord: his base is the entire world, everyone (it was only like 4 billion people at the time) is purchased as an agent, fanatically loyal to him! Or maybe it was the whole galaxy, I forget.

There are also things you can do in Champions! just by taking an unintuitive special effect, that /sound/ whacked but are actually fine. ;)

Oh yeah! The Landlord! That was a good one.
 

Campbell

Relaxed Intensity
In games that reward participation experience the thing where everyone gets really interested in mundane matters because they need that one last special power before facing that big bad whatever.
 

Fauchard1520

Adventurer

hawkeyefan

Legend
Falling damage in just about any edition of D&D.

Player: How far of a drop?
DM: 80 Feet.
Player: Ragnar jumps off.
DM: um it’s an 80 foot drop.
Player: Yeah, 8d6 maxes at 48 HP and I have 132. No biggie.
DM: But....but he’d almost assuredly die.
Player: Apparently not in this world.
DM: .....
 


DammitVictor

Trust the Fungus
Supporter
Falling damage in just about any edition of D&D.

Player: How far of a drop?
DM: 80 Feet.
Player: Ragnar jumps off.
DM: um it’s an 80 foot drop.
Player: Yeah, 8d6 maxes at 48 HP and I have 132. No biggie.
DM: But....but he’d almost assuredly die.
Player: Apparently not in this world.
DM: .....

This isn't an illogical extreme, it's the rules functioning as intended.

Ragnar would not "almost assuredly" die from falling off an 80 foot drop, because he has 132 hit points, or less succinctly because he's a name-level warrior whom you would expect to walk away unscathed from the first couple of times he falls off a cliff in a given day.

How is this different than being able to tank a Colossal dragon's breath weapon and then beat the same dragon to death with his bare hands?

Captain America thinks parachutes are for girls. It's a feature.
 


To be fair, I've never seen anything like this actually work out in real play.

I've seen to quad-classed characters, seeking some optimal build. The one was fairly useless towards truly powerful opponents because their spell DCs and to-hit bonuses were so low. The other one was a one-trick-pony that didn't even get their one trick right. They were based around charming their opponents, and of course conveniently missed that the target gets advantage if other people have been attacking them.

Jesus. This is why I stick to low level D&D.
 

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