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<blockquote data-quote="Scholar &amp; Brutalman" data-source="post: 4554077" data-attributes="member: 33642"><p>Covering what hasn't been errated yet, what I think is brokenly overpowered:</p><p></p><p>From the PHB: the Orb of Imposition power will need some sort of correction if the characters ever reach high level. The Champion of Order paladin paragon path gets a power called Certain Justice which I think looks overpowered, but I'd like to see it in play. Demigod looks too good as well.</p><p></p><p>Stacking of penalties, especially to saving throws but also to defenses, is something I think is a problem in general. </p><p></p><p>(There's nothing as broken out of the gate as Haste was in 3.0, or CoDzilla in 3.5, though.)</p><p></p><p>From the MM: none of the PC races. Of course, they do warn us about using them.</p><p></p><p>From FRPG: nothing I can think of right now. Odd given the reputation the FR has for being unbalanced. Oh, High Mage reducing ritual costs (Thanks, Derren!). But that's very easily fixed "Does not apply to item creation rituals of any sort."</p><p></p><p>From AV: Quite a few items. The bracers that add +2/+4/+6 to all melee and ranged attacks, the various items that can be used to inflict save penalties. Possibly Veteran's Armor. Ritualist's Ring, but it has the same simple solution as High Mage.</p><p></p><p>At the other end of the scale there are many brokenly weak powers and especially magic items. Things no player will ever take because there are obviously better choices at the same or lower levels. They don't destroy the game like the brokenly overpowered choices but they are essentially wasted space in the rule books. Too many to list. </p><p></p><p>I'm starting to think Minions are brokenly weak from the DMs point of view. I feel like I'm wasting my time when I place them on the map, knowing they will all be dead by the end of the second round at most.</p></blockquote><p></p>
[QUOTE="Scholar & Brutalman, post: 4554077, member: 33642"] Covering what hasn't been errated yet, what I think is brokenly overpowered: From the PHB: the Orb of Imposition power will need some sort of correction if the characters ever reach high level. The Champion of Order paladin paragon path gets a power called Certain Justice which I think looks overpowered, but I'd like to see it in play. Demigod looks too good as well. Stacking of penalties, especially to saving throws but also to defenses, is something I think is a problem in general. (There's nothing as broken out of the gate as Haste was in 3.0, or CoDzilla in 3.5, though.) From the MM: none of the PC races. Of course, they do warn us about using them. From FRPG: nothing I can think of right now. Odd given the reputation the FR has for being unbalanced. Oh, High Mage reducing ritual costs (Thanks, Derren!). But that's very easily fixed "Does not apply to item creation rituals of any sort." From AV: Quite a few items. The bracers that add +2/+4/+6 to all melee and ranged attacks, the various items that can be used to inflict save penalties. Possibly Veteran's Armor. Ritualist's Ring, but it has the same simple solution as High Mage. At the other end of the scale there are many brokenly weak powers and especially magic items. Things no player will ever take because there are obviously better choices at the same or lower levels. They don't destroy the game like the brokenly overpowered choices but they are essentially wasted space in the rule books. Too many to list. I'm starting to think Minions are brokenly weak from the DMs point of view. I feel like I'm wasting my time when I place them on the map, knowing they will all be dead by the end of the second round at most. [/QUOTE]
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