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<blockquote data-quote="Arkhandus" data-source="post: 3664747" data-attributes="member: 13966"><p>It doesn't have to be game-<em>destroying</em> to be broken. It just has to be terribly unbalanced. Unbalanced enough to mess with the game too much, or make the rest of the PCs comparatively sucky and worthless, to where their players don't have fun any more, or to where the DM gets fed up with trying to deal with the unbalanced PC.</p><p></p><p></p><p>Just because your group is 'mature' enough to use broken rules or purposely choose not to, does not mean that the broken rules will not cause problems in groups where munchkins rule, or where DMs can't get the group to comply or 'give back' any broken rules bits in exchange for balanced stuff because the DM didn't realize they would be so broken beforehand.</p><p></p><p>Not all groups of D&D players have the rare luck of <strong>all</strong> being selfless, group-fun-oriented, highly-mature, laid-back roleplayers who don't bother with powergaming. Most groups have at least one or two individuals who are more or less the opposite of that (sometimes the DM!), and can't necessarily keep playing if they just boot the troublemaker(s). Especially not if those troublemakers are their good friends otherwise!</p><p></p><p>So we have to deal with the rules, and that means that the rules should be reasonably balanced in the first place, so that we can avert potential problems that <em>don't necessarily break the game</em> themselves (as Pun-Pun or the Planar Shepherd does), but can break up <em>the group</em>.</p><p></p><p></p><p>Anyway, your example with the wiz, clr, and ftr has no correlation to our arguments that some rules material is broken.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3664747, member: 13966"] It doesn't have to be game-[I]destroying[/I] to be broken. It just has to be terribly unbalanced. Unbalanced enough to mess with the game too much, or make the rest of the PCs comparatively sucky and worthless, to where their players don't have fun any more, or to where the DM gets fed up with trying to deal with the unbalanced PC. Just because your group is 'mature' enough to use broken rules or purposely choose not to, does not mean that the broken rules will not cause problems in groups where munchkins rule, or where DMs can't get the group to comply or 'give back' any broken rules bits in exchange for balanced stuff because the DM didn't realize they would be so broken beforehand. Not all groups of D&D players have the rare luck of [B]all[/B] being selfless, group-fun-oriented, highly-mature, laid-back roleplayers who don't bother with powergaming. Most groups have at least one or two individuals who are more or less the opposite of that (sometimes the DM!), and can't necessarily keep playing if they just boot the troublemaker(s). Especially not if those troublemakers are their good friends otherwise! So we have to deal with the rules, and that means that the rules should be reasonably balanced in the first place, so that we can avert potential problems that [I]don't necessarily break the game[/I] themselves (as Pun-Pun or the Planar Shepherd does), but can break up [I]the group[/I]. Anyway, your example with the wiz, clr, and ftr has no correlation to our arguments that some rules material is broken. [/QUOTE]
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