Occasionally we come across rule systems in games that seem a bit… off. Certainly things that might need to be fixed in errata, and other times the system itself needs to be completely junked. Aberrant and Mage, I’m looking in your general direction. These things might be broken, and if used in any game are guaranteed to break the game while shattering your GMs last shreds of sanity.
One of my absolute favorite broken creations is the Arrowhead of Total Destruction created by Alex Matulich in a discussion board post over at wizards.com.
Matulich states his idea came from reading a comment regarding a portable hole and a bag of holding, “If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: The hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process” (p. 264, Dungeon Master’s Guide)
Essentially, if you can find a way to deliver a portable hole into a bag of holding, it annihilates everything in a twenty foot (4 square) diameter sphere. No save.
Matulich describes that the cost of this weapon is pretty prohibitive, but most of The LonelyD12 readers are Americans, since when does cost matter to us?!
Portable hole: 20,000 gp
Type 1 bag of holding: 2,500 gp
Masterwork construction: 100 gp
With any luck your GM has never heard of this trick, and you’ll be able to enjoy the look on his face as a shoddily fired arrow lands impotently near his world’s antagonist feet – suddenly removing Mr. BadGuy from the world.
What game breaking things have you discovered?