D&D General 50 Years. The Least Popular Class Is......

Never saw nightsticks used in a real gane. They're kinda buried and not that obvious to use.

You need access to that book probably a prestige class, be higher level and have the knowledge to abuse it.
It was only a 2 feat combo. Divine Metamagic with Persistent Spell metamagic. You buy as many nightsticks that you could or have the party craft and you had bunch of buffs last 24 hours. It wasn't a very complicated or high level combo. As far as I recall, it was certainly well before 10th level.

All of the broken stuff I played was broken before 10th level and required no prestige classes. Aberration Druid, Nightstick Cleric, and Metamagic stacking Artificer.
 

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EzekielRaiden

Follower of the Way
Wizards were broken at higher levels, somewhere around 14 or 15. But not at level 5.
There is a very good reason people don't use "E12." They use E6. That is the point at which the scaling has just begun to separate, and thus is still mostly reasonable. Fighters have a second attack, full casters all have their complement of pretty powerful 3rd level spells (fly, invisibility, haste, fireball, etc.) but are only one spell level ahead of Bard-style part-casters.

I've played several 3.5e/PF1e campaigns at this point. The rules go off the rails around level 7-9, and obliterate any concept of reasonable balance by level 12 at the latest.
 

Oofta

Legend
There is a very good reason people don't use "E12." They use E6. That is the point at which the scaling has just begun to separate, and thus is still mostly reasonable. Fighters have a second attack, full casters all have their complement of pretty powerful 3rd level spells (fly, invisibility, haste, fireball, etc.) but are only one spell level ahead of Bard-style part-casters.

I've played several 3.5e/PF1e campaigns at this point. The rules go off the rails around level 7-9, and obliterate any concept of reasonable balance by level 12 at the latest.
That wasn't my experience. A lot of my characters (casters and non-casters) really came into their own after level 5 or do and it wasn't until the mid teens that casters dominated.

But I'm sure there were a lot of variables and everyone's individual experiences will vary.
 

tetrasodium

Legend
Supporter
Epic
While people have been arguing over where exactly things started going off the rails & eventually just took flight, I think it's important to note something being completely ignored because it's something that provides such a stark contrast with modern d&d. Back then there was an expectation that a not insignificant chunk of a PC's power came from various magic items & that those magic items would be regularly upgraded. Toss in slot & bonus type conflicts along with the way that the most specialized hyperoptimized builds tended to need similarly specialized gear & it was easy for a GM not running the game like a mindless CRPG interweb thought exercise to massage the gap between weaker & more powerful PCs. Not only was it easy for the GM to smooth out the peaks & troughs across the party through how gear upgrades were handled, monsters themselves had a lot more mechanical hooks that existed for further massaging of the curve in the form of things like creature type resist/immune bits and per attack DR/resist or spell selection influencing SR.

Juggling all of that to keep things fun for the party was generally fairly simple & there were plenty of monsters available to make doing it easy without seeming to single anyone out. It was not uncommon for it to just get done during adventure prep without really giving it much thought. All of that is largely stripped away in the name of "fun" & "simplicity" resulting in a situation where massaging the curve of CharOp at the table is now so needlessly difficult that any attempt tends to wind up not too different from the results of using an impact driver when a set of precision jeweler's tools was needed.
spotted this somewhere recently
1727710899429.png
Choosing to overoptimize and disregard the option of holding back in the name of cooperative fun for the entire group is a stupid decision. It's also one that was not all that difficult to handle back in 3.5 without players feeling punished, that is largely no longer the case.

undead/constructs being immune to most sources of sneak/crit damage being the most obvious but there were many more.
 

TwoSix

"Diegetics", by L. Ron Gygax
Wizards were broken at higher levels, somewhere around 14 or 15. But not at level 5.
“Broken” is a strong term, but level 5 opens up the fly/invisibility combo, which is brutal against a pretty wide swath of encounters.

It was generally around level 10 or so where I saw noncasters go from “useful” to “actually a bit of a hindrance”.
 


Zardnaar

Legend
It was only a 2 feat combo. Divine Metamagic with Persistent Spell metamagic. You buy as many nightsticks that you could or have the party craft and you had bunch of buffs last 24 hours. It wasn't a very complicated or high level combo. As far as I recall, it was certainly well before 10th level.

All of the broken stuff I played was broken before 10th level and required no prestige classes. Aberration Druid, Nightstick Cleric, and Metamagic stacking Artificer.

Everything there was optional. I can't remember my ban list but persistent spell and divine metamagic were on it.
 
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Zardnaar

Legend
While people have been arguing over where exactly things started going off the rails & eventually just took flight, I think it's important to note something being completely ignored because it's something that provides such a stark contrast with modern d&d. Back then there was an expectation that a not insignificant chunk of a PC's power came from various magic items & that those magic items would be regularly upgraded. Toss in slot & bonus type conflicts along with the way that the most specialized hyperoptimized builds tended to need similarly specialized gear & it was easy for a GM not running the game like a mindless CRPG interweb thought exercise to massage the gap between weaker & more powerful PCs. Not only was it easy for the GM to smooth out the peaks & troughs across the party through how gear upgrades were handled, monsters themselves had a lot more mechanical hooks that existed for further massaging of the curve in the form of things like creature type resist/immune bits and per attack DR/resist or spell selection influencing SR.

Juggling all of that to keep things fun for the party was generally fairly simple & there were plenty of monsters available to make doing it easy without seeming to single anyone out. It was not uncommon for it to just get done during adventure prep without really giving it much thought. All of that is largely stripped away in the name of "fun" & "simplicity" resulting in a situation where massaging the curve of CharOp at the table is now so needlessly difficult that any attempt tends to wind up not too different from the results of using an impact driver when a set of precision jeweler's tools was needed.
spotted this somewhere recently
View attachment 381187
Choosing to overoptimize and disregard the option of holding back in the name of cooperative fun for the entire group is a stupid decision. It's also one that was not all that difficult to handle back in 3.5 without players feeling punished, that is largely no longer the case.

undead/constructs being immune to most sources of sneak/crit damage being the most obvious but there were many more.

The powergamers I had didn't know the best combos, lacked the required book or had the self restraint not to do the Uber broken stuff.

At least after 3.0 anyway. That broke a lot earlier maybe 7 or 8 with the right prestige class.
 

deadman1204

Explorer
illusion magic is always the biggest mother may I?
Its soo fun to play if your dm plays ball, but its utterly about player creativity and lacks hard and fast rules. If you dm doesn't wanna play ball, everything ignores your illusions and your pointless.
 

James Gasik

We don't talk about Pun-Pun
A lot of optimizers would tell you that some of the most busted things in 3.5 were right in the PHB, not limited to, but including things like simulacrum, wish, Natural Spell, and the item creation feats.
 

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