We just broke D&D...

Xath

Moder-gator
So, we're playing D&D right now, and we were thinking of ways to transport a group of mercenaries across the continent. In the process, we figured out how to break D&D. What is it? Two teleportation circles. They're difficult to detect and there's no saving throw. So...if you target a teleportation circle to a teleportation circle, which is targeted to the original circle. In effect, you get a perfect trap with no saving throw. Only a rogue can find and disable the effect. So, it's like being caught in a Star Trek transporter buffer....forever. Like "Relics," only with no way out.

Does anyone have similar stories? What's your favorite way to break the game?
 

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In one of the 1st Edition AD&D modules, there was a trap that was a vertical shaft with a teleport at its bottom that transported everything to the top. One of the problems was that things (i.e. swords, rocks, rotting corpses) kept falling faster and faster -- at least until you reached terminal velocity. PCs had to deal with the issue while (if I remember correctly) climbing up the sides to something above (hard to remember since it's been forever since I played that one).
 



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