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Community
General Tabletop Discussion
*Dungeons & Dragons
it appears to be very easy to break the game
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<blockquote data-quote="Argyle King" data-source="post: 6244009" data-attributes="member: 58416"><p>As the title says, it appears to be very easy to break the game. I fully understand that I've been playing an early version of the system, and I fully understand that the final version may look very different, but, even considering that, a lot of things just don't seem to work right. Why I am starting to believe it is easy to break the game is because I've noticed a few characters during playtesting who appear to be far stronger than they should have been. Most recently, I myself created a few characters who have caused problems at the table... without trying to do so.</p><p></p><p>Most recently, I created a Halfing Monk 1/Rogue 2. I came up with the concept because I needed to quickly make a character for a recent Encounters session, and I quickly tossed something together which I felt would be amusing. To my surprise, the character turned out to be far better than expected. With Flurry of Blows, I can attack twice. I can then also sneak attack with both unarmed strikes. The extra sneak attack damage on multiple strikes seems to push my damage beyond what the game expects. In general, I've started to notice that damage bonuses such as sneak attack and barbarian rage damage bonuses combine with multiple attacks to create some seemingly broken characters; the most glaring example is a past character that a different player made who was a Dex based Barbarian using two-weapon fighting, finesse weapons, and getting to add damage bonuses to each attack.</p><p></p><p>In the case of my Halfling Ninja, the second part of the combo is being able to follow the flurry with a second action granted by being a rogue. So, I can dish out damage with flurry (moving between attacks if need be) and then disengage or hustle or hide to get away.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 6244009, member: 58416"] As the title says, it appears to be very easy to break the game. I fully understand that I've been playing an early version of the system, and I fully understand that the final version may look very different, but, even considering that, a lot of things just don't seem to work right. Why I am starting to believe it is easy to break the game is because I've noticed a few characters during playtesting who appear to be far stronger than they should have been. Most recently, I myself created a few characters who have caused problems at the table... without trying to do so. Most recently, I created a Halfing Monk 1/Rogue 2. I came up with the concept because I needed to quickly make a character for a recent Encounters session, and I quickly tossed something together which I felt would be amusing. To my surprise, the character turned out to be far better than expected. With Flurry of Blows, I can attack twice. I can then also sneak attack with both unarmed strikes. The extra sneak attack damage on multiple strikes seems to push my damage beyond what the game expects. In general, I've started to notice that damage bonuses such as sneak attack and barbarian rage damage bonuses combine with multiple attacks to create some seemingly broken characters; the most glaring example is a past character that a different player made who was a Dex based Barbarian using two-weapon fighting, finesse weapons, and getting to add damage bonuses to each attack. In the case of my Halfling Ninja, the second part of the combo is being able to follow the flurry with a second action granted by being a rogue. So, I can dish out damage with flurry (moving between attacks if need be) and then disengage or hustle or hide to get away. [/QUOTE]
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Community
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it appears to be very easy to break the game
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