DM watch list.

Flipguarder

First Post
I would like to compile a list of things that are not clearly game breaking, but can lead to overpowered combinations. It may be impossible to make this a comprehensive list, and I'm not sure this won't just degenerate into a thread containing 20 different insult-filled arguments.

Things DMs should keep an eye on.
4. Orb of imposition.

Ok, let's get this train-wreck-a-rollin' ;)

EDIT: Removed some. Also, try to remember that these are not things that entirely break the system. These are just things that could make certain characters overpowered for their role.
 
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Wow. . .I don't think I agree on any of those besides 4, and that is kind of a high level problem more than anything, yeah?

I clicked this expecting to see some of the recent stuff, pacifist cleric over the top healing, and the problem items like armbands of power and bloodclaw weapons. Basically the first page of this forum.

Spiked gauntlets, really? Avengers? Don't pick on them, pick on the two weapon fighting ranger with all the static bonuses to damage. The hybrid classed/multiclassed character with improbable combinations. Feychargers, they deserve some attention. Double weapons.

This thread is going to cause some fights.

Jay
 

Horizon Walker's "Wandering Action" ability.

(Mainly because it assumes you get only 1 AP max per encounter. It should probably have the rider that if you break this rule by some method, such as Warmaster, you can only get one extra AP in this matter per turn. Or per encounter, depending on how much you want to restrict its combo power.)
 

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