We are working on making the pattern(s???) impossible make "stupidly complex" the original design was slightly flawed (my fault) and assumed people wouldn't use the same tile more than once, and wouldn't do things like step off the tiles entirely part way through.
This will get fixed eventually, but for now, if you could try and use a little consideration, it would be great. As a REALLY simple rule of thumb.
When making a pattern, once begun, don't leave the tiles from the start end. Only at the far end.
Don't use the same tile twice.
That should make it more viable to actually crack it within the next century! :)
As for wards, yeah, don't use entirely unique items. Again, the original design somewhat negated this, but there are some instances it didn't take into account.
The idea is, you need to use the item to keep the ward charged up, this is supposed to mean you can never use something unique, or you would be doing yourself in, as the ward would fail after a while, because you would never be able to recharge it.
People as they often do (humans are problem solvers!!!) found ways around this design.
If you do, please give the DM team details, and we can work them into re-designs, we do want to make this all automatic so you don't have to worry about it, but for now, if you find a really sneaky way to make something near impossible to defeat, just tell us, and try not to use it.
Things like your character having a very special kind of blood though, is fine, it can be reproduced…. but totally unique items are off the table.
General rule of thumb is this -
If you wouldn't be able to keep refueling the ward using any of the items you used to put it up, yourself, then you've probably found a super sneaky method that we need to know about. (as an aside, this includes using "faction only" items that you can get on a consistent basis, but other players outside of your faction could not)