Tensei Shitara Ken Deshita - Vol. 14 Ch. 68 - Sword dance

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In the end it's not really the systems fault players can break the system. It ultimately falls to the GM to govern their players and make the game both fun and functional.
I mean, yes, DM fiat can technically fix anything, it's just less satisfactory than a set of rules that was already balanced to begin with. That's why they added the attuned items cap, so the DM doesn't have to decide when to start saying "no, you can't". It's more fun when the DM can focus on the story and not playing whack-a-mole with power creep.
 
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I mean, yes, DM fiat can technically fix anything, it's just less satisfactory than a set of rules that was already balanced to begin with. That's why they added the attuned items cap, so the DM doesn't have to decide when to start saying "no, you can't". It's more fun when the DM can focus on the story and not playing whack-a-mole with power creep.
But it's easily handled in scenario with setting limits to stock or the materials. If your players want to twink out their characters, fine. Just send them on quests to collect the finite amount of material to either craft their own or pay someone else to make it.

Or conversely, level the playingfield. If players have free access to these overpowered mechanics, so should their opponents. Oh so you have the ultimate defense build... let's see how you stand upto my armor breaking skills.

And a good GM doesn't need the rules book holding the player's leash to prevent them from doing something egregious disruptive to the game. They should have a nice hefty bag of tricks to equalize any situation. After all, it gets rather boring when the players have to exert zero effort to achieve their goals.
 
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But it's easily handled in scenario with setting limits to stock or the materials. If your players want to twink out their characters, fine. Just send them on quests to collect the finite amount of material to either craft their own or pay someone else to make it.
And a lot of rule systems explain how to balance exactly that.
Or conversely, level the playingfield. If players have free access to these overpowered mechanics, so should their opponents. Oh so you have the ultimate defense build... let's see how you stand upto my armor breaking skills.
Yes. And again, in good systems, that's generally baked into the core rules and/or monster stat blocks.
And a good GM doesn't need the rules book holding the player's leash to prevent them from doing something egregious disruptive to the game. They should have a nice hefty bag of tricks to equalize any situation.
A sufficiently good GM doesn't need premade rules at all, but that doesn't mean having them doesn't make the game more consistent and enjoyable. My whole point is that what makes a good system is whether the rules handle the obvious exploits or not. Taking D&D for example, earlier editions were much easier to powergame than later ones, and generally had much worse class balance as well.
After all, it gets rather boring when the players have to exert zero effort to achieve their goals.
Yes. But at the same time, while the example I gave was an extreme one, it's also something that makes sense if you're assuming that your players are role-playing characters that actually want to achieve their goals. A character in a high-stakes story should be actively seeking out anything that can give them an edge unless they're specifically a suicidal adrenaline junkie who wants a "challenge", especially if there seems to be a very obvious way to do so. A good rule system should take steps to make sure that taking obvious solutions doesn't trivialize the entire campaign.

Hence, the concept of "attuned weapons": you can take advantage of them when they come up, but there's a limit to how much they can do for you. And it's a lot more foolproof and setting-agnostic than trying to come up with an entire fictional economy to accomplish the same goal.
 
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And a lot of rule systems explain how to balance exactly that.

Yes. And again, in good systems, that's generally baked into the core rules and/or monster stat blocks.

A sufficiently good GM doesn't need premade rules at all, but that doesn't mean having them doesn't make the game more consistent and enjoyable. My whole point is that what makes a good system is whether the rules handle the obvious exploits or not. Taking D&D for example, earlier editions were much easier to powergame than later ones, and generally had much worse class balance as well.

Yes. But at the same time, while the example I gave was an extreme one, it's also something that makes sense if you're assuming that your players are role-playing characters that actually want to achieve their goals. A character in a high-stakes story should be actively seeking out anything that can give them an edge unless they're specifically a suicidal adrenaline junkie who wants a "challenge", especially if there seems to be a very obvious way to do so. A good rule system should take steps to make sure that taking obvious solutions doesn't trivialize the entire campaign.

Hence, the concept of "attuned weapons": you can take advantage of them when they come up, but there's a limit to how much they can do for you. And it's a lot more foolproof and setting-agnostic than trying to come up with an entire fictional economy to accomplish the same goal.
Sure innovative players will come up with sneaky loopholes, but that's half the fun. It's a contest between the GM and the player. But if the player can do it, so can the GM, and vice a versa. It's a balancing act. One every GM must face to keep their game interesting, fun and fair. Forget where the quote is from but it really is as simple as Adapt or Die.

There is no unbreakable system. Sure it's the developers job to adapt and fix rules that can cause game imbalances, but half the time they slap a patch into the errata till they can scrap the whole thing and release a new rules book.
 
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This sword guy must be a collector.
But maybe only on hobby level, because he doesn't have three of every sword. One to use, one as spare, one as spare to the spare.
 
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More people should have acted like the maid. Saves time, so more story can be told
 

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