Comic 159 - Page 159

12th Feb 2016, 8:00 AM in Zabuza Arc
Page 159
Average Rating: 5 (1 votes)
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RandomRex6 12th Feb 2016, 8:00 AM edit delete
Story Time! Tell a story about a totally broken homebrew creation.

Submit guest comics to flamekingrex66@yahoo.com

Updates Wednesday, Friday, Sunday

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Comments:

Otaku 12th Feb 2016, 1:05 PM edit delete reply
Otaku
Wait... are we talking "broken" as in "overpowered", "broken" as in "Not actually RAW legal" or "broken" as in "overpowered and/or not actually RAW legal"? I ask because my general experience is that many (if not most) end up not actually RAW legal.

Some players do find that hiccup in the system and I think all systems I've used or read implies or specifically states that the duty of the GM is to handle such things when they come up. Unfortunately it can be really easy to miss a line of text and more people seem eager to break the system than preserve it, so it might go unnoticed for years.

Examples

Someone told me how their friend broke "GURPS" back under the Third Edition (Revised) rules by creating a character that could finger flick anyone back to their home country without hurting them. It was for a Supers campaign and the character was known as "INS Man". The Advantage they built was also quite modestly priced, and we were flummoxed... until we simply re-read the rules this person referenced in building the character.

Sure enough, the player and GM had badly misread the rules. In GURPS you can modify Advantages with Enhancements and Limitations. One of these increased how much a character was knocked back by damage from an attack. There was an Enhancement to make it so that less damage was required to knock someone back. You could also place a Limitation on your attacks so that the attack itself did no actual damage. Putting the two together wasn't uncommon: it was a good way to represent things like an air or water jet used to push someone back (useful for when you didn't want to hurt someone). The catch is that anyone sent flying still takes damage from any impact caused by the knockback. The way they got global range on a budget also involved badly reading the rules, but that one I could understand how they made the mistake. This one required repeatedly misreading a rule referenced in multiple books, usually just a sentence or two past something this build has used!

The second example is much more recent: indeed, until about a month ago I didn't know it wasn't RAW legal. As of Fourth Edition, in GURPS a typical beginning adventurer tier character starts at 150 points. In a supers game, even "street level" heroes are going to run 250 points or more. Normal people are usually around 25 points, ranging from 0 to 50. Someone developed an attack power called "Munchkin's Universe-shaking Nondirectional Cosmic Hyperluminal Kinetoelectromagnetic Interference Neurodisrupter (M.U.N.C.H.K.I.N.)" which cost only 53 points. This was posted to the official Steve Jackson Games Forums back in 2006... and 10 years later someone finally noticed some fundamental RAW violation from the text of GURPS Basic Set: Characters. Yeah, not an obscure supplement, but the most core of core books.

The attack was supposed to allow the character to send out a pulse of cosmic energy that would burn out the neural system of living beings within a 74 gigaparsec radius. It only did one point of damage, but it was designed in a manner that didn't require an attack roll and that ignored Damage Resistance, with a Rate of Fire of 300 per second.

Just reading it, even knowing nothing about GURPS beyond what I told you about Character point totals and relative character competence, that should sound wrong... and it was. The modifier that allowed it to radiate out from the character and not have to roll to attack was incompatible with the one that gave it a RoF of 300. Plus in making it an attack that went out from the character into the universe instead of just hitting that entire area (the former is less expensive, hence why it was done), while Damage Resistance wouldn't protect, if you could interpose something else with HP between you and the attacker, it could take the damage in your stead.

10 years of that being "common knowledge" for players thanks to that thread, either no one official noticed or assumed we would more carefully have checked it against GURPS Basic Set: Characters. Oops. So when a fan finally addressed it, someone official stepped in to make it clear that yes, we had an epic reading comprehension fail. ;)
Raxon 12th Feb 2016, 7:47 PM edit delete reply
Raxon
I killed a T-rex solo at level three as a commoner chef once. The DM allowed me to homebrew some feats. Basically, I got a barbarian rage that granted me an awesome boost to movement speed, jumping, swimming, and climbing if I saw an ingredient I needed for a dish. DM throws a T-Rex at us at level three.

I declare that I need its heart and lungs for haggis. I then begin to leap and climb onto the beast and remove the organs with skillful precision. After I have them, my chef rage wears off. The T-rex falls, and I fall. I take falling damage. I die because I have ten hit points.
aqua 13th Feb 2016, 12:23 AM edit delete reply
i never get tired of this story. i hope i come up with something as fun as this
Xander 13th Feb 2016, 3:18 AM edit delete reply
I'm not sure if I really WANT you in a game I'm in, or I'd jump ship at the first sign of you.
Raxon 13th Feb 2016, 10:56 AM edit delete reply
Raxon
To be fair, it was one of those sessions. The whole "this is filler and nothibg matters" kind of filler.

In between campaigns and we had a session to be silly.
aerion111 13th Feb 2016, 6:51 AM edit delete reply
aerion111
I think the closest I've gotten, other than stuff I've discovered by messing around with the rules in ways that'd require a very lenient GM, is when I played a 'Buffy'-inspired system and convinced the GM to let me play a custom 'hybrid' class.
See, I didn't really like how normal humans worked, mechanically, and I assumed that surely all RPGs would keep the players more-or-less balanced, so a midpoint between the slayers and non-slayers, mechanically, should be fine.
Turns out, no, that's a horrible idea, and the GM should have said no; I almost beat a slayer in an arm-wrestle, and did better in the one fight we got to before the game died than what Buffy has in some of the clips I've seen.
I think it was a combination of 'actually, the classes are NOT balanced' and the hybrid just being more 'optimal' than I realized: Normally, mortals have more 'fate-points' than they know what to do with, while Slayers have too few. I had just enough for every serious scene, while maximizing my strength overall.

Otherwise, like I said, it's usually just weird quirks of the rules AND requires GM approval.
Like my calculations for a glove that makes every weapon you wield magical (from +1 to +5, depending on the 'version') for less than it'd cost to give the same bonus to a single weapon.
Or plans for building our own extra-dimensional planet if I can convince the other players to agree to a decade of downtime - with plans to earn the gold back over another decade, if needed, using some rules for taxing the populous (meant for villages, but expandable to planets)
PhantasyPen 16th Feb 2016, 9:34 AM edit delete reply
I once convinced my DM to let me table-test a homebrewed character class in 3.5 based on the Ferrous Knights from the Codex Alera series (for those who know it). Long story short, it turns out giving a character who's entire class is based around metal manipulation a weapon that can be any metal you happen to need and ultimate sundering potential means I can cut a castle in half by level 10. Yet what everyone remembers is the time I threw a dagger into an NPC's throat on reflex...
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