History AwesomeButImpractical / TableTopGames

22nd Aug '17 12:10:59 PM 32_Footsteps
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** One particular ''TabletopGame/OldWorldOfDarkness'' example is the ''vozhd'' war ghoul, [[FusionDance a merging of at least a dozen ghouls into a giant fleshy war machine]], from ''TabletopGame/VampireTheMasquerade''. They were [[TheBrute extremely effective siege weapons]] for the Tzimisce during the dark ages. However, in modern nights, they're almost never produced for several reasons. One, a good chunk of the Tzimisce with the knowledge and power to make them died during the Anarch Revolt; there just aren't as many even capable of making them anymore. Two, a 20-foot tall fleshcrafted monstrosity causes the Camarilla (and several other supernatural groups) to [[DrawAggro suddenly focus all their attention on whoever brought one out]] to preserve TheMasquerade, to the extent of causing [[EnemyMine groups otherwise antagonistic to each other to team up to take them, and their creator, out]]. Three, [[TechnologyMarchesOn advances in military hardware]] make it much easier to kill one - since a ''vozhd'' can barely use a melee weapon, let alone anything with projectiles, bullets and flamethrowers are particularly useful in dealing with them. Given the time and resources needed to make a ''vozhd'', they're generally only worthwhile to the Tzimisce defending out-of-the-way territory... and they're not particularly effective at that, generally making them a waste of time. Their most frequent use in modern nights is for psychological warfare (namely, "Look at what kind of BodyHorror the Sabbat can do!".
27th Jun '17 4:56:32 PM Filosera
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*** One combat spell in particular manages to partially escape the Impractical label, at least, and it's in the weakest level of sorcery. The awesome? It summons a bunch of shiny shards of quartz spinning about you in a sphere a few yards across. These shards are capable of bouncing purely essence attacks off of them with their reflectiveness and the light reflecting off the quartz is distracting. This doesn't sound like much, but the penalties it lays down in melee have no keyword and thus it's incredibly difficult to actually do anything about them (one could close their eyes but the penalties for blindness are ''worse''), and at the highest levels of combat, those penalties can be a make-or-break level of dice probability shift. The even worse penalties it imposes on ranged attacks comprised purely of essence don't hurt either. The Impractical? Well, it's still sorcery, which means it's bound by the somewhat clumsy timing and charm compatibility rules for using sorcery, but aside from that it has a very reasonable cost for a sorcery spell even before reductions come into play, and it lasts the entire scene so once it's up for the fight, it's up and doing things.
27th Jun '17 4:48:55 PM Filosera
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*** One combat spell in particular manages to partially escape the Impractical label, at least, and it's in the weakest level of sorcery. The awesome? It summons a bunch of shiny shards of quartz spinning about you in a sphere a few yards across. These shards are capable of bouncing purely essence attacks off of them with their reflectiveness and the light reflecting off the quartz is distracting. This doesn't sound like much, but the penalties it lays down in melee have no keyword and thus it's incredibly difficult to actually do anything about them (one could close their eyes but the penalties for blindness are ''worse''), and at the highest levels of combat, those penalties can be a make-or-break level of dice probability shift. The even worse penalties it imposes on ranged attacks comprised purely of essence don't hurt either. The Impractical? Well, it's still sorcery, which means it's bound by the somewhat clumsy timing and charm compatibility rules for using sorcery, but aside from that it has a very reasonable cost for a sorcery spell even before reductions come into play, and it lasts the entire scene so once it's up for the fight, it's up and doing things.


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** Most effects with a status-type keyword (Crippling, Shaping, Poison, Disease, Illusion, Compulsion, and so on) fall into this. Sure, you can punch someone's soul out with some Shaping keyword effects, but Shaping is a keyword that pretty much every target worth using it on can get blanket immunity to with very low prerequisites, and most of the others aren't much harder to get. Having said that, if someone's not immune, they can be very nasty indeed.
13th Jun '17 11:34:57 PM jormis29
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* In ''{{Exalted}}'', the Sidereal Exalted have the reputation of unparalleled Martial Artists. They can create and learn Kung Fu styles so powerful that they rewrite the reality at whim and so flashy that fans of all the other splats demand them to be universally available. The catch is, these Martial Arts are incredibly expensive and very cumbersome to successfully employ in combat. Most Exalts are much better off using their less awesome but cheaper and more reliable Kung Fu.

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* In ''{{Exalted}}'', ''TabletopGame/{{Exalted}}'', the Sidereal Exalted have the reputation of unparalleled Martial Artists. They can create and learn Kung Fu styles so powerful that they rewrite the reality at whim and so flashy that fans of all the other splats demand them to be universally available. The catch is, these Martial Arts are incredibly expensive and very cumbersome to successfully employ in combat. Most Exalts are much better off using their less awesome but cheaper and more reliable Kung Fu.



* [[TabletopGame/{{Chaotic}} Chaotic's]] [[https://chaotic.wikia.com%2Fwiki%2FAa%2527une_the_Oligarch&psig=AFQjCNGS8oJvCSxpCKQT1zaSENKrQHL6yw&ust=1493758708314481 Aa'une The Oligarch]]. He starts out in his Projection form, which is a basic M'arrillian Chieftain who's only effect is that it's the side that starts the game face-up, similar to [[TabletopGame/MagicTheGathering Magic's]] transform cards. In order to transform him into his incredibly powerful [[https://vignette2.wikia.nocookie.net/chaotic/images/a/aa/C-Ma_Aa-Une-the-Oligarch.png/revision/latest?cb=20090716043120 Avatar form]], which has 200 in every stat, 100 energy, ''20'' extra damage with every stat attack, and the ability to basically destroy every creature on your opponent's board if you haven't used any mugic, you must:

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* [[TabletopGame/{{Chaotic}} Chaotic's]] ''TabletopGame/{{Chaotic}}'''s [[https://chaotic.wikia.com%2Fwiki%2FAa%2527une_the_Oligarch&psig=AFQjCNGS8oJvCSxpCKQT1zaSENKrQHL6yw&ust=1493758708314481 Aa'une The Oligarch]]. He starts out in his Projection form, which is a basic M'arrillian Chieftain who's only effect is that it's the side that starts the game face-up, similar to [[TabletopGame/MagicTheGathering Magic's]] transform cards. In order to transform him into his incredibly powerful [[https://vignette2.wikia.nocookie.net/chaotic/images/a/aa/C-Ma_Aa-Une-the-Oligarch.png/revision/latest?cb=20090716043120 Avatar form]], which has 200 in every stat, 100 energy, ''20'' extra damage with every stat attack, and the ability to basically destroy every creature on your opponent's board if you haven't used any mugic, you must:
1st May '17 4:47:43 PM Blastgamer
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* [[TabletopGame/{{Chaotic}} Chaotic's]] [[https://chaotic.wikia.com%2Fwiki%2FAa%2527une_the_Oligarch&psig=AFQjCNGS8oJvCSxpCKQT1zaSENKrQHL6yw&ust=1493758708314481 Aa'une The Oligarch]]. He starts out in his Projection form, which is a basic M'arrillian Chieftain who's only effect is that it's the side that starts the game face-up, similar to [[TabletopGame/MagicTheGathering Magic's]] transform cards. In order to transform him into his incredibly powerful [[https://vignette2.wikia.nocookie.net/chaotic/images/a/aa/C-Ma_Aa-Une-the-Oligarch.png/revision/latest?cb=20090716043120 Avatar form]], which has 200 in every stat, 100 energy, ''20'' extra damage with every stat attack, and the ability to basically destroy every creature on your opponent's board if you haven't used any mugic, you must:
** Have Aa'une win combat. Doable.
** Have Aa'une be equiped with [[http://www.tcgplayer.com/games/21/cardimages/758.jpg Baton of Aa'une]]. ''Very'' easily gotten rid of by certain mugic, attacks, or creatures, but a good battlegear to have on him.
** Play the attack [[http://www.tcgplayer.com/games/21/cardimages/750.jpg Rage of Aa'une]]. Again, good to have in your deck if you'r playing Aa'une, but even with the max 2 copies its entirely possible you won't have it on hand when Aa'une fights.
** Then, if all of the former conditions are met ''on the same turn'', you have to cast [[http://vignette3.wikia.nocookie.net/chaotic/images/d/d9/Calling_of_aa%27une.png/revision/latest?cb=20140223185644 Calling of Aa'une]] to flip him over and play the Oligarch. The issue here is that Aa'une himself has ''no mugic counters'' and Calling is a ''M'arrillian'' mugic, meaning you have to have a fluidmorpher to cast it, as there's almost no way Aa'une himself could ''ever'' gain that many mugic counters on his own. This means if Aa'une is your only creature left, you'll have hard time transforming him.
4th Feb '17 3:57:54 PM iowaforever
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*** In the 6th edition Eldar codex, this is no longer the case, as the Fire Prism has become much more practical. It's gun has 3 firing modes, a S5 AP3 Large Blast, perfect for blasting apart large units of everything from Marines on down, a S7 AP2 Blast, perfect for Terminators and the like and an S9 AP1 Lance, perfect for killing tanks. The clincher? All 3 of these have a 60 inch range and can be fired after moving 12 inches, meaning that in a board of any size, it's very difficult to return fire on one. Awesome Yet Game Breaking might be a better term.

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*** In the 6th edition Eldar codex, this is no longer the case, as the Fire Prism has become much more practical. It's gun has 3 firing modes, a S5 AP3 [=AP3=] Large Blast, perfect for blasting apart large units of everything from Marines on down, a S7 AP2 [=AP2=] Blast, perfect for Terminators and the like and an S9 AP1 [=AP1=] Lance, perfect for killing tanks. The clincher? All 3 of these have a 60 inch range and can be fired after moving 12 inches, meaning that in a board of any size, it's very difficult to return fire on one. Awesome Yet Game Breaking might be a better term.



*** The [[KillItWithFire Redeemer]] version however, is a different story.

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*** The [[KillItWithFire Redeemer]] version and [[MoreDakka Crusader]] versions, however, is are a different story.


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** Imperium Plasma Pistols. Strength 7 [=AP 2=] will kill or wound most anything in the game, but the plasma pistol suffers from a variety of drawbacks that are usually mitigated in its bigger cousins (the rifle-sized plasma gun and the heavy plasma cannon). The plasma pistol costs the same amount of points as the others (15 points, enough to add one Space Marine or three Guardsmen to a squad), yet is limited to one shot a turn compared to two shots or a small blast like the plasma gun and cannon respectively, it's 12" range requires that the wielder gets close to the enemy, and it has a 1 in 6 chance of not only missing but blowing up in the wielder's face and removing the pistol as a threat. When fighting against cheap horde armies like Orks or Tyranids, a plasma pistol will struggle to make its points back, and when targeting tanks or Monstrous Creatures it might only take off one or two wounds/hull points before the wielder dies.
19th Oct '16 1:09:53 PM Pysiewicz
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* ''TabletopGame/TheWitcherGameOfImagination'' got few few weapons that are inherently awesome, only to be almost completely useless:
** Whips can be used for very flashy combat maneuvers like tripping over, disarming and strangling, but over such short distances it's easier to just draw your sword or shoot your enemy from afar. They are close to useless against armoured enemies, most of animals and monsters.
** Exotic weapons bypass any armour except plate armor, but they also cost a small fortune and have only d6 damage roll, while normal weapons can be customised for the user to deal additional fixed damage and become easier to wield.
** Two-handed weapons deal 2d6 + twice the Strength of damage, but they require sufficient Strength and many combat maneuvers are restricted for one-handed weapons. It's more practical to use a a one-handed weapon and a shield, as this grants protection and the [[ShieldBash shield may be weaponized]].
** [[SubvertedTrope Subverted]] in the case of mini-crossbows and lamias (whips with metal spikes all over their length). The former deal relatively little damage and have a very short range, but they can be hidden in wide sleeves and shoot two bolts in a single round - [[NoRangeLikePointBlankRange right in the face]], thus dealing absurd damage if used properly. The latter has the range limitations of other whips, but deals damage like a two-handed weapon. And unlike other whips, it overcomes the problem with close-quarter fights, since the handle is a mace.
3rd Oct '16 12:31:46 AM Morgenthaler
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* In the board game ''{{Risk}}'', the player who controls the whole of Asia gets a bonus of 7 battalions per turn, the largest bonus in the game. This might be useful save for the fact that you almost certainly don't need the bonus if you are capable of successfully holding Asia for a turn (with its many border provinces).

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* In the board game ''{{Risk}}'', ''TabletopGame/{{Risk}}'', the player who controls the whole of Asia gets a bonus of 7 battalions per turn, the largest bonus in the game. This might be useful save for the fact that you almost certainly don't need the bonus if you are capable of successfully holding Asia for a turn (with its many border provinces).
26th Sep '16 11:30:54 PM Deathhacker
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** A lot of relics fall into this territory. Most common is the "evolving weapon" type, where the weapon gains additional attributes as you rack up kills. The problem is, unless it allows you to kill mooks and you wipe an entire squad from the get-go, these bonuses often accrue so slowly that you'd maybe see their effects on the last turn of the game, when it's too far gone to put it to good tactical use. Similarly, a lot of other relics apply some awesome effect to a generic weapon, but the effect is either overkill (such as the Norn Crown) or completely useless (such as instant death on a To Wound roll of a 6). If a relic manage to avert all of this, sometimes good'ol points costs ruins them as anything viable. Those that manage to completely avert this unfortunately become GameBreakers.

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** A lot of relics fall into this territory. Most common is the "evolving weapon" type, where the weapon gains additional attributes as you rack up kills. The problem is, unless it allows you to kill mooks and you wipe an entire squad from the get-go, these bonuses often accrue so slowly that you'd maybe see their effects on the last turn of the game, when it's too far gone to put it to good tactical use. Similarly, a lot of other relics apply some awesome effect to a generic weapon, but the effect is either overkill (such as the Norn Crown) or completely useless (such as instant death on a To Wound roll of a 6). If a relic manage to avert all of this, sometimes good'ol points costs ruins them as anything viable. Those that manage to completely avert this unfortunately become GameBreakers.[[GameBreaker Game Breakers]].
26th Sep '16 11:30:28 PM Deathhacker
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** A lot of relics fall into this territory. Most common is the "evolving weapon" type, where the weapon gains additional attributes as you rack up kills. The problem is, unless it allows you to kill mooks and you wipe an entire squad from the get-go, these bonuses often accrue so slowly that you'd maybe see their effects on the last turn of the game, when it's too far gone to put it to good tactical use. Similarly, a lot of other relics apply some awesome effect to a generic weapon, but the effect is either overkill (such as the Norn Crown) or completely useless (such as instant death on a To Wound roll of a 6). If a relic manage to avert all of this, sometimes good'ol points costs ruins them as anything viable. Those that manage to completely avert this unfortunately become GameBreakers.
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