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How to Break 5E
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<blockquote data-quote="Celtavian" data-source="post: 6686228" data-attributes="member: 5834"><p>The only way these items could "break the game" is if you were running with a DM that ran everything by RAW or you somehow could force the DM to run things by RAW. Otherwise these are min-maxing ideas a DM learns to deal with. </p><p></p><p>What are some of the most powerful combinations I've dealt with?</p><p></p><p>1. Fighter 1/Warlock x with Devil Sight using <em>darkness</em>. This combination comes online at fairly low level. With the warlock wearing heavy armor, it is virtually an "I win" button in any situation where the spell can't be dispelled or the opponent has some means to see in darkness. When you can dispel darkness, it's easy to counter given the warlock's low number of spell slots.</p><p></p><p>2. The power of <em>hypnotic pattern</em>. This spell has no hit die, hit point, or creature limit. It's been an extremely useful means to limit the action economy of groups of creatures.</p><p></p><p>3. Mobility and ranged attacks. It is extremely easy for a ranged attacker to set himself up to avoid attack, while delivering damage. By the time a creature closes, it's already taken so much damage it has near zero chance of winning against the party.</p><p></p><p>4. <em>bless</em>. This spell is the most powerful group buff in the game other than perhaps <em>holy aura</em>. </p><p></p><p>You don't need to "break" 5E. It's already a very easy game as it is. It's the easiest version of D&D besides perhaps 4E. I didn't play enough 4E to know. It's way easier and less lethal than early versions of D&D with save or die spells and effects. It's easier than 3E with multiple levels of tactical play and layered buffs and debuffs and monsters with immunity to many things. 5E is a very easy game without much need to "break" the game. Just use the straightforward power given to each class to win. PCs outclass monsters by leaps and bounds save when you design an encounter now and again to counter what they do to gain an advantage.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6686228, member: 5834"] The only way these items could "break the game" is if you were running with a DM that ran everything by RAW or you somehow could force the DM to run things by RAW. Otherwise these are min-maxing ideas a DM learns to deal with. What are some of the most powerful combinations I've dealt with? 1. Fighter 1/Warlock x with Devil Sight using [I]darkness[/I]. This combination comes online at fairly low level. With the warlock wearing heavy armor, it is virtually an "I win" button in any situation where the spell can't be dispelled or the opponent has some means to see in darkness. When you can dispel darkness, it's easy to counter given the warlock's low number of spell slots. 2. The power of [I]hypnotic pattern[/I]. This spell has no hit die, hit point, or creature limit. It's been an extremely useful means to limit the action economy of groups of creatures. 3. Mobility and ranged attacks. It is extremely easy for a ranged attacker to set himself up to avoid attack, while delivering damage. By the time a creature closes, it's already taken so much damage it has near zero chance of winning against the party. 4. [I]bless[/I]. This spell is the most powerful group buff in the game other than perhaps [I]holy aura[/I]. You don't need to "break" 5E. It's already a very easy game as it is. It's the easiest version of D&D besides perhaps 4E. I didn't play enough 4E to know. It's way easier and less lethal than early versions of D&D with save or die spells and effects. It's easier than 3E with multiple levels of tactical play and layered buffs and debuffs and monsters with immunity to many things. 5E is a very easy game without much need to "break" the game. Just use the straightforward power given to each class to win. PCs outclass monsters by leaps and bounds save when you design an encounter now and again to counter what they do to gain an advantage. [/QUOTE]
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