Obvious Rule Patch: Difference between revisions

(reorganized examples to cluster all non-gaming sections together)
Line 111:
* This is common in logical puzzles placed in RPGs. You want perfect glue and indestructible rope and disintegration runes so that the players can figure out a clever solution to your logical puzzle - but you don't want them to use those items on anything ''[[Combinatorial Explosion|other]]'' than that puzzle. The cheap solution is to make them work only in a specific place, or on specific objects, or only once.
** In the most recent version of the [[Tomb of Horrors]], the scepter and crown of disintegration (put the crown on your head, touch one end of the scepter to it, you disintegrate) cannot be removed from the room they're in by any means (the description goes to [[The Dev Team Thinks of Everything|great lengths to cover any eventuality]]). Earlier versions of the Tomb had no such rule at all. The reason eventually emerged during a conversation on a message board: One of the artists working on an earlier copy of the module was invited to a session of the Tomb DMed by none other than [[Word of God|Gary Gygax himself.]] The artist took the scepter and crown from the room, then eventually placed the crown on the {{spoiler|fake skull}} of Acererak and touched the scepter to it, disintegrating the lich instantly. Gygax was stunned, as the eventuality had never occurred to him. The artist, on the other hand, [[Chekhov's Gun|thought that's what they were there for.]] The artist was quite surprised when he was later informed of the rule change.
* ''[[Dungeons and Dragons]]'' consists of many layers of those. Sometimes applied cyclically, since 3.0 dropped many changes made in AD&D2 and its refinements, most of which were fixes for specific problems... and not all of those problems were rendered moot by 3.0 changes, so they had to be fixed again.
** Pretty much all of the spell entries more complicated than "You do X damage to Y targets at Z range" in the 3.5 edition rules of ''[[Dungeons and Dragons]]'' consist of long strings of Obvious Rule Patches. There are spells like Polymorph that are one paragraph of explaining what the spell does, and roughly eleven paragraphs of explaining what the spell cannot do.
** There are spells like Polymorph that are one paragraph of explaining what the spell does, and roughly eleven paragraphs of explaining what the spell cannot do.
** One of the most basic Obvious Rule Patch is the rule that bonuses of the same types don't stack - only the largest one takes effect (with the exception of dodge bonuses to AC in third edition). This has led to many rule patching to give untyped bonuses types so they couldn't be so easily stacked.
** 3.0 spellcasters had a bad habit of using summoning heavy creatures in midair, causing them to deal obscene damage as falling objects when they hit opponents. Wizards of the Coast amended the summon spells in 3.5 to prevent creatures from being summoned into an environment that can't support them (i.e., no flying whales).
** You can't sunder armor in 3.5. You can break weapons, shields, even items they're wearing like pendants. Just not armor. It would be easier to just break the fallen paladin's armor and then stab him, leading to silly situations such as the above.
** Another patch was the spell Dimensional Door. In 3.5E its pretty much an early teleport spell, in previous editions (as the name implies) it created a pair of portals through which the [[PCs]] could travel great distances. While that may not sound so bad, [[PCs]] often created [[Portal Cut|horizontal or diagonal doors to bissect enemies (or fortifications!)]] that lead to instant kills. Another tactic was to open a portal into a volcano or sea and use the exit portal to flood an enemy base with lava or drown it completely.
* Fourth Edition ''[[Dungeons and Dragons]]'' errata has had some obvious rule patches: The Ranger ability that let you make continual attacks until you miss was errated to have a 5 attack limit as it was possible to make a build which had an almost zero chance of ever missing, even against the strongest monster in the Monster Manual.
* In most ''D&D''-like games, you can't wear more than one or two magical items of a certain "slot" and benefit from all their powers. While it makes sense that you can't wear multiple pairs of, say, boots, there's no reason for the usual "two rings, one amulet" rule other than balance issues. This is usually justified with a contrived excuse that the magic items will interfere with each other. Even though you can often wear a helmet, armor, and a neck slot item, or gloves, bracers, possibly armor (which probably has gauntlets of some sort included), and a ring.
** In the Fourth Edition, shields count as taking up the magic items arms slot ''and'' a wielding-in-hand slot. It means you can't use bracers+shield or two shields and get the magical effects of both.
* Fourth Edition ''[[Dungeons and Dragons]]'' errata has had some obvious rule patches: The Ranger ability that let you make continual attacks until you miss was errated to have a 5 attack limit as it was possible to make a build which had an almost zero chance of ever missing, even against the strongest monster in the Monster Manual.
* ''[[Pathfinder]]'' is basically a tweaked ''[[Dungeons and Dragons]] 3.5'' and (to make up for an initial lack of content) was said to be compatible with 3.5 which lead to some game breakers. They tend to fix these by introducing their own version of the feat/skill/class ability/prestige class. Especially noticeable with spells. The Irresistable Dance spell used to be a no save incapacitation spell. Now, it allows a save though even those who make it have to dance uncontrollably for one round.
** The Quick Draw feat allows you to draw any item from your pack as a free action... except flasks of alchemist's fire or acid. You also cannot [[Back Stab|sneak attack]] with such items, unlike all other weapons. These changes were obviously put in place due to volleys of flasks being popular among 3.5e rogues as a means to fight enemies resistant to physical damage or vulnerable to fire.
* Construction rules in ''[[BattleTech]]'' often have restrictions that often seem arbitrary. For example, Protomechs (not-so [[Humongous Mecha]]) cannot mount Plasma Cannons. This seems to make no sense, as, being only three tons, they seem like perfect weapons to mount on one. Then you think about just how badly five Plasma Cannons would roast any given Battlemech in a single turn.
** There was also an instance where Battle Armor riding on an Omni Mech can be shot off of the 'mech by shots that land on the torso. Doesn't seem too bad, but given that there is no weight penalty for carrying Battle Armor, the [[Human Shield|Battle Armor were always the first to take hits]], and [[Mundane Utility|the 'mech's torso wouldn't begin to take damage until all the Battle Armor were shot off]]... it's understandable why the next rulebook created fixed locations for each Battle Armor.
Line 127 ⟶ 131:
* In ''[[GURPS]]'', it is possible to enchant a pair of permanent Gate spells and then arrange them to create a perpetual motion machine using electromagnetic principles that could then be tapped for an unending mana supply. (Click the link in the subtopic below if you're curious as to technical details.) However, due to the various components required, this would need a setting where both modern science existed, magic existed, and the Draw Power spell from ''GURPS Grimoire 3e'' specifically existed. In the one GURPS setting where this is canonical (''GURPS Technomancer''), three guesses which spell has an entire sidebar devoted to explaining how it specifically does not exist. Hint: Four-letter word, begins with "G".
** This probably had something to do with the fact that David R. Pulver, the writer of ''Technomancer'' [http://groups.google.com/group/rec.games.frp.gurps/browse_frm/thread/f65e43a91c0ee511/5f5ba1346c6a7203?hl=en#5f5ba1346c6a7203 participated/lurked in a Usenet thread] where the "Infinite Mana Well" construct was first proposed... at the exact same time ''Technomancer'' was in final playtest.
* In ''[http://www.newyorker.com/reporting/2009/05/11/090511fa_fact_gladwell?currentPage=6 The Trillion Credit Challenge]'' (using [[Traveller]]), contestants had to purchase and field a fleet of ships to do battle with other fleets. Doug Lenat fed the parameters of the tournament into a computer (in 1981) which suggested that instead of sending in a balanced fleet of carriers, battleships, cruisers, and so on, he should instead build [[Zerg Rush|thousands of tiny patrol boats]]. He won in a rout - though he took incredible losses, he overwhelmed his opponents through sheer numbers. The organizers then made their first Obvious Rule Patch - they added 'fleet agility' (which could be reduced by several things, most importantly by having damaged ships trying to keep up with undamaged ones) as a parameter for the following year's tournament. When Lenat entered again, his computer used much the same strategy with one change - whenever any of his ships was damaged, they would ''self-destruct'', which kept the average mobility of the fleet up. The organizers then made their second patch - tell Lenat that it was weird to have his unorthodox plans keep winning (since, after all, they relied on ordering millions of men to knowing suicide) and say that if he continued to enter, they would [["Stop Having Fun!" Guys|stop holding the tournament]]. Lenat then bowed out gracefully.
* The rules for creating abominations in [[Old World of Darkness|old]] ''[[Old World of Darkness|World Of Darkness]]''. Briefly: if you attempt to turn a werewolf into a vampire, the werewolf gets a skill roll. He wins, he dies peacefully. He loses, he dies horribly but his soul is free. He [[Critical Failure|botches]], he becomes an abomination, essentially a walking [[Game Breaker]] balanced out by [[Heroic BSOD|crippling depression]]. Since there are all sorts of abilities in ''tWoD'' that can cause a skill roll to fail or critically fail, the editors in Revised Edition state that nothing short of divine intervention can affect the roll.<ref>except the werewolf spending a Willpower point for an automatic success; this is the "in-character" thing to do</ref>
* ''[[Pathfinder]]'' is basically a tweaked ''[[Dungeons and Dragons]] 3.5'' and (to make up for an initial lack of content) was said to be compatible with 3.5 which lead to some game breakers. They tend to fix these by introducing their own version of the feat/skill/class ability/prestige class. Especially noticeable with spells. The Irresistable Dance spell used to be a no save incapacitation spell. Now, it allows a save though even those who make it have to dance uncontrollably for one round.
** The Quick Draw feat allows you to draw any item from your pack as a free action... except flasks of alchemist's fire or acid. You also cannot [[Back Stab|sneak attack]] with such items, unlike all other weapons. These changes were obviously put in place due to volleys of flasks being popular among 3.5e rogues as a means to fight enemies resistant to physical damage or vulnerable to fire.
* More recent releases of ''[[Arkham Horror]]'', as well as later versions of the rulebook included with some expansions explicitly and seemingly arbitrarily ban certain types of cards from being the initial draw—because the effects of those types can easily render the game unwinnable, typically by making the preparation necessary to actually be able to accomplish much in the game difficult or impossible.
 
 
== Video Games ==