Obvious Rule Patch: Difference between revisions

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** Another much-maligned [[Obvious Rule Patch]] came with NS13: Before NS13, players found that increasing monster level (which also increased XP gains) and increasing noncombat encounter chance were both extremely useful. So when NS13 rolled out, the devs added a rule that made increased monster level cancel out increased noncombat chance. Unfortunately, this had the side effect of making monster level increasers less than useless. Over a year and a half later, the devs realized that [[Scrappy Mechanic|nobody liked this in the slightest]] and removed the rule.
** Another rule is "can't use Double Fisted Skull Smashing to wield a Chefstaff in your offhand." Due to the way DFSS (halves the power of offhand weapons but leaves enchantments alone) and Chefstaves (lowest power possible but incredible enchantments) work, this rule prevents two builds, a rather unpleasant one and a horribly broken one: the former, a weapon/chefstaff combo that makes a [[Magic Knight]] with no detriment for either one, the latter, a Chefstaff/Chefstaff combo that results in spells so powerful that it can take down anything almost in one hit.
** The ''[[Ko L]]KoL'' staff's usual modus operandi in the event of players accomplishing things they didn't count on players accomplishing is to reward the player for their cleverness/tenacity, then change the game so that the stunt can't be repeated<ref>Or at least, ''theoretically'' can't be repeated; after the first person beat the final boss without the [[Unusual Euphemism|Smurf]], the changes they made turned out not to be sufficient to keep it from happening again. Now you auto-win or auto-lose depending on whether or not you have the item in question</ref>.
* In the [[Programming Game]] ''RoboWar'', allowing robots to teleport and fire weapons interchangeably in the same chronon let a robot with sufficient processor speed leap a considerable distance (depending on its current energy) to put a lethal contact shot into another robot, leaving it next to no time to defend or counterattack -- and executing another move after the shot (the "jerker" strategy) made it harder to target for a counterattack. That the robot's energy would already go deeply negative in the middle of the chronon didn't matter much (so long as it didn't fall below -200), since it wouldn't become immobilized by having negative energy until the next chronon. This allowed the "dasher" strategy to achieve considerable dominance, and in time most top-placing robots in tournaments, dashers or not, had to use "anti-dasher" techniques. To rebalance the game, an [[Obvious Rule Patch]] was instated (amid much controversy) to prevent move/shoot in the same chronon.
* ''[[Fire Emblem]]: Rekka no Ken'' had the absurdly broken Luna spell, which has a damage base of 0 but negates enemy resistance to magic when calculating damage, and has a very good base critical rate. For most of the game, enemies have low resistance anyway, and Luna falls somewhere between okay and kind of bad. However, in the last levels of the game, bosses start to have crazy amounts of resistance to counterbalance your ever-strengthening party. The Luna spell, however, just ignores this and allows Canas (who is arguably a broken character to begin with) to completely annihilate the later bosses in just a few attacks. It even makes it entirely possible for Canas to defeat the final boss with just ''[[Game Breaker|two hits]]''.