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*Pathfinder & Starfinder
List of Broken Powers
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<blockquote data-quote="Cyronax" data-source="post: 5434077" data-attributes="member: 822"><p>I must be the first to admit that I can't crunch numbers relating to all the powers like all of you. For instance, I have a really hard time remembering all of the powers by name. When my players (I am usually a DM) want to ask me about a specific power or feat I usually require them to cite the sourcebook, level, and character class. Those citations are missing most of the time when I read threads on EN World and on the WotC boards (especially Char Op, which is fun to read sometimes).</p><p></p><p>Anyway, that all said, I have seen a fair bit of 4e in action.</p><p></p><p>As I read this thread, I tried to think about all I have seen as most broken in 4e. And yes, I've taken advantage of some of these elements, or at least let them appear in campaigns I DM. </p><p></p><p>1) obviously low-level (early to mid heroic tier) cleric powers stand out as broken, because many people play(ed) clerics in the early days of 4e. It was only one of two leaders for an entire year. </p><p></p><p>2) Adventurer's Vault (1) weapons. Why isn't there more sniping about these weapons? The Brutal quality is insane. I currently play a great weapon (mordenkrad) dwarf fighter (in our group's side campaign) who is power-gamed beyond my normal. I gave him one 'personality feat' and he has a really low Reflex, but the rest of him is taking pure advantage of the rules. He does damage like a striker and as I look at his stats, he seems to even be on par with some of the strikers in the Essentials (not the Rogue). </p><p></p><p>3) The Essentials Magic Missile. Its awesome. Too awesome. I know there is a long thread elsewhere about this. </p><p></p><p>4) Vehicle rules. Broken, but on the crap side of the scale. Adventurer's Vault 1 fails yet again. On their face the vehicle rules (especially the airship) seems elegant and simple, but it falls apart quickly. Its also not ideal for an adventuring group. </p><p></p><p>5) Dispel Magic and its ilk. There are too few options for PCs and NPCs to end effects outside of the saving throw. I know that Dispel Magic was made into an encounter power through errata, but there is a screaming lack of something I miss from 3.5 --- COUNTERSPELL and other specific countermeasure and protective boons. </p><p></p><p>6) Immediate Interrupts. In some cases its too many, too much. I find that certain builds with this quality just slow down the game to a crawl. This is probably one of my pet peeves, but I mention it. Consider it a small rant. </p><p></p><p>C.I.D.</p></blockquote><p></p>
[QUOTE="Cyronax, post: 5434077, member: 822"] I must be the first to admit that I can't crunch numbers relating to all the powers like all of you. For instance, I have a really hard time remembering all of the powers by name. When my players (I am usually a DM) want to ask me about a specific power or feat I usually require them to cite the sourcebook, level, and character class. Those citations are missing most of the time when I read threads on EN World and on the WotC boards (especially Char Op, which is fun to read sometimes). Anyway, that all said, I have seen a fair bit of 4e in action. As I read this thread, I tried to think about all I have seen as most broken in 4e. And yes, I've taken advantage of some of these elements, or at least let them appear in campaigns I DM. 1) obviously low-level (early to mid heroic tier) cleric powers stand out as broken, because many people play(ed) clerics in the early days of 4e. It was only one of two leaders for an entire year. 2) Adventurer's Vault (1) weapons. Why isn't there more sniping about these weapons? The Brutal quality is insane. I currently play a great weapon (mordenkrad) dwarf fighter (in our group's side campaign) who is power-gamed beyond my normal. I gave him one 'personality feat' and he has a really low Reflex, but the rest of him is taking pure advantage of the rules. He does damage like a striker and as I look at his stats, he seems to even be on par with some of the strikers in the Essentials (not the Rogue). 3) The Essentials Magic Missile. Its awesome. Too awesome. I know there is a long thread elsewhere about this. 4) Vehicle rules. Broken, but on the crap side of the scale. Adventurer's Vault 1 fails yet again. On their face the vehicle rules (especially the airship) seems elegant and simple, but it falls apart quickly. Its also not ideal for an adventuring group. 5) Dispel Magic and its ilk. There are too few options for PCs and NPCs to end effects outside of the saving throw. I know that Dispel Magic was made into an encounter power through errata, but there is a screaming lack of something I miss from 3.5 --- COUNTERSPELL and other specific countermeasure and protective boons. 6) Immediate Interrupts. In some cases its too many, too much. I find that certain builds with this quality just slow down the game to a crawl. This is probably one of my pet peeves, but I mention it. Consider it a small rant. C.I.D. [/QUOTE]
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