Most Breakable Rogue Trader Content?

By Decessor, in Rogue Trader

My vote is for most of the Navis Primer. Heaping more goodies such as familars and soul ward on top of the already powerful Astropath. Fleshing out the Navigator Houses doesn't make the rest of the book worthwhile.

Also, stacking macrobattery salvos. They make lances all but redundant. I'm seriously considering adopting some or all of the Mathhammer fixes to make ship combat not about insta-kills.

What do you find too easy to break in Rogue Trader?

Also, stacking macrobattery salvos. They make lances all but redundant. I'm seriously considering adopting some or all of the Mathhammer fixes to make ship combat not about insta-kills.

Most of the rest is salvageable, though I was very disappointed with the equipment chapter of Faith and Coin.

I didn't care for Faith & Coin; I got very little out of it, and usually imagine many Rogue Traders as less pious, and I would rarely care to recover the relic if I don't get to keep it, but my least favorite book out of 10ish RT books might be Stars of Inequity. There are numerous things I'd love to have a colony for that the setting might not support (having a ship construction factory when you aren't a Forge World, or even the AdMech), but I just didn't care for the rules, overall, regardless. I DID like ItS, HA, BFK, Lure, the Bestiary (thank you for more Eldar!), and Edge, and I liked some of the stuff in NP, but yeah, some of it was cheesy.

For broken, as in unnecessary power creep, or what have you, yeah, I might have to vote for Navis, too. Psykers are my favorite character type, followed by Untouchables, and then Navigators, for a real character, but I'm a special snowflake victim, and Navis does have all of these, but Psykers are one of the easiest ways to go over the need to power creep.

For broken, as in unnecessary power creep, or what have you, yeah, I might have to vote for Navis, too. Psykers are my favorite character type, followed by Untouchables, and then Navigators, for a real character, but I'm a special snowflake victim, and Navis does have all of these, but Psykers are one of the easiest ways to go over the need to power creep.

Very true.

I didn't have to leave the core rulebook to completely break the game. I've posted a ship before on these forums that got over 2500 bonus Achievement Points per endeavor, if they are the right endeavors (trade, criminal, and creed, which the introductory adventure has).

That guarantees every party a PF of 100+ in just 3 endeavors. Broken!

What do you find too easy to break in Rogue Trader?

Jeebus, it'd be easier to list the things that aren't broken. I can't give you a proper answer without spending several hours writing, but a decent rule of thumb is that newer book = more broken.

Magellan has a good point to make, and this is true for pretty much any gaming system out there. As more books come out with more toys, and everyone always wants more toys, those new toys receive less and less playtesting (and RT didn't get much of that to start with), and the power creep sets in. As GM, I rarely tell my players they can't play with the new toys, but I reserve the right to nerf and/or totally ban them.

I didn't have to leave the core rulebook to completely break the game. I've posted a ship before on these forums that got over 2500 bonus Achievement Points per endeavor, if they are the right endeavors (trade, criminal, and creed, which the introductory adventure has).

That guarantees every party a PF of 100+ in just 3 endeavors. Broken!

Impossible. Supplemental components can't stack to that extent.

I don't know much about the achievement system, seeing as I don't use it, but it seems to me that simply stacking cargo holds in a Universe would get you somewhere in the ballpark.

Worst case scenario, just get more ships.

Yeah the whole 100+ PF in 3 adventures assumes your players are doing nothing more than an A-to-B trade troute with no combat or anything else. IE your players enjoy rolling occasional die, not having any threat and then levelling up.

Boringsville.com

Yeah the whole 100+ PF in 3 adventures assumes your players are doing nothing more than an A-to-B trade troute with no combat or anything else. IE your players enjoy rolling occasional die, not having any threat and then levelling up.

Boringsville.com

While that's entirely true, it's problematic that it's even possible to do. You could essentially timeskip for two sessions, and then start buying up planets and cornering the sector market and wage a large-scale war against.. anyone, really.

Yeah the whole 100+ PF in 3 adventures assumes your players are doing nothing more than an A-to-B trade route with no combat or anything else. IE your players enjoy rolling occasional die, not having any threat and then leveling up.

Boringsville.com

While that's entirely true, it's problematic that it's even possible to do. You could essentially timeskip for two sessions, and then start buying up planets and cornering the sector market and wage a large-scale war against.. anyone, really.

Whilst technically true this would assume that your GM is a pushover. If my players tell me they want to do nothing but establish trade routes I'll go no worries and fill their endeavors with pirates, xenos, backstabbing rival rogue traders that make underhanded deals to establish the trade route first and all sorts of creative nastiness. If they think they're are just going to have a couple of lazy, easy sessions setting up some crazy profit they've got another thing coming. And if their ship is nothing but cargo holds I wish them good luck with dealing with what's coming up!

Sure the system is broken........ fun but broken and at the end of the day no amount of broken rules is going to be a match for a devious GM with absolute power.

Yeah the whole 100+ PF in 3 adventures assumes your players are doing nothing more than an A-to-B trade route with no combat or anything else. IE your players enjoy rolling occasional die, not having any threat and then leveling up.

Boringsville.com

While that's entirely true, it's problematic that it's even possible to do. You could essentially timeskip for two sessions, and then start buying up planets and cornering the sector market and wage a large-scale war against.. anyone, really.

Whilst technically true this would assume that your GM is a pushover. If my players tell me they want to do nothing but establish trade routes I'll go no worries and fill their endeavors with pirates, xenos, backstabbing rival rogue traders that make underhanded deals to establish the trade route first and all sorts of creative nastiness. If they think they're are just going to have a couple of lazy, easy sessions setting up some crazy profit they've got another thing coming. And if their ship is nothing but cargo holds I wish them good luck with dealing with what's coming up!

Sure the system is broken........ fun but broken and at the end of the day no amount of broken rules is going to be a match for a devious GM with absolute power.

That's exactly what i meant - there is no situation where players can stack all the odds in their favour and stick the finger up at the GM and not expect something to be done about it. If my players tried to set up the 'Dynasty of automatically passing trade endeavours' i'd have their lucrative Dynasty come under attack from all sides as their renown spreads far and wide... they'd get like 1 trade run completed before pirates descended upon them. And there'd probably be some Inquisitor or other looking into why this Dynasty isn't using their Writ for the betterment of the Imperium and just swanning around beyond Imperial space making a ton of cash.

I want to stress that I don't think any reasonable GM would allow that to be done. I just think it's a problem that it's even possible by RAW. It's simply bad ruleswriting, if the rules are constantly assumed to amount to Rule 0.

Sure the system is broken........ fun but broken and at the end of the day no amount of broken rules is going to be a match for a devious GM with absolute power.

While this is true, that's no excuse for poor game design.

I honestly feel like it's better most of the time to simply houserule away the possibility of utterly broken mechanics/loops/stackings rather than trying to drown them away with punishing narrative events tailored to make the broken systems more difficult to access.

I honestly feel like it's better most of the time to simply houserule away the possibility of utterly broken mechanics/loops/stackings rather than trying to drown them away with punishing narrative events tailored to make the broken systems more difficult to access.

Are you me?

Okay I think I took this thread off track, lets get back to the most breakable content, I was finding it fun to read!

Edited by Amroth

The Tau talent that lets you upgrade any item's quality by spending a fate point seems moderately ridiculous, I don't really go out of my way to think of breakable stuff though.

Corebook. Teleportarium + Murder Servitors = I Win button in space. Before you fire a shot. (Well, actually post first shot, since you have to bring their shields down, since we house ruled that before it became official.)

Edited by BaronIveagh

Then again, Kasatka, it could be that said players prefer roleplaying over rollplaying.

Then again, Kasatka, it could be that said players prefer roleplaying over rollplaying.

Most people do, as if you wanted a miniatures-based combat game you just play the tabletop game. However a broken ruleset is still a broken ruleset. Houseruling or applying "common sense" does not make something any less broken. You shouldn't be able to trust your players an inch.

I haven't read the Tau Character Guide yet, but my vote goes for Faith and Coin. Navis Primer has some truly horrendously powerful builds that die in three rounds to the GM Slaugth Assassin. My vote actually goes to Into The Storm, for having some quite powerful Alternate Character Ranks (which are open to everything), and has overpowered ship weapons and the extremely damaging Atomics.

The Atomics ARE really bad. Every group with a teleportarium and atomics wants to end climatic battles with a whimper.

The RT mechanics are terrible at every aspect. Why? Because they are barely modified, transfered mechanics of Dark Heresy. The underlying issue is that PCs in RT get much better bling, resulting in a lot of one-shooting items.

Some examples of broken mechanics:

-Seneshal having legitimate 25 armor+6 TB, along with true grit laughing your ass off on meltaguns.

-99% chance for passing a dodge test... Plus a reroll, two dodges a turn, and 50% chance to negate any hit that actually connects (power field).

-Stacking same modifier on space ship, resulting in, for example, 95 hp raiders, transports with +120 to maneuverability and one of the smallest hulls in the game dealing enough ramming damage to cripple a battlecruiser in one go.

-Every anti-tank weapon that hits a character instagibs him (unless he's the forementioned Seneshal).

-Noone really understands how the acquisition works, so every1 houserules it

-The only way to be good at something is stacking modifiers. Result being that you usually either have a ~30% chance succeed at something or 100%.

Those are the first examples from top of my head, could go on and on for ages.

Edited by Elavion

Corebook. Teleportarium + Murder Servitors = I Win button in space. Before you fire a shot. (Well, actually post first shot, since you have to bring their shields down, since we house ruled that before it became official.)

I disagree with this. Anyone who doesn't have ~80 Fel +60 Command will get their asses handed to them. A few paltry bonuses to Hit & Run won't change that. Not only that, but before you even get to within your 5VU Hit & Run range, the guy with two laser macrobatteries will already have blown your ship to scrap.

Speaking of which, macrobatteries are some of the most broken rules in RT.