Exploiting Game Flaws

Most games have at least a few exploitable game flaws. Early editions of Dungeons and Dragons allowed players to automatically parry any attack as long as they declared it and didn't themselves attack. Palladium games allows the stacking of combat bonuses gained from physical skills, thus making such skills the most important part of any character's education. Cyberpunk has a combat class called a Solo whose class skill is the ability to attack before other players through the use of an intiative bonus, This skill also determines the character's starting money, which determines how much cybertech a Solo can buy and use to further enhance her initiative bonus. This exploitable game weakness allows players to create quick-draw artist that would make Musashi Miyamoto green with envy and Billy the Kid quiver in terror.

If it is a legal move, the GM should disallow it before hand or not at all. Forbidding things after the fact is bad form. There are always low power ways of bringing the players down. Exploitable game flaws fall under that same general umbrella as min-maxing, they are manageable as long as the GM is creative and looks beyond throwing bigger enemies at the players.