History Main / BoringButPractical

17th Jun '18 10:56:11 PM Viira
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** On a subject other than Weapons, we have Semblances: A single, unique superpower every Huntsman has the potential to unlock that can aid them in battle, both against other Huntsmen and against Grimm, creatures of destruction attracted to negative emotions and the primary threat [[spoiler:(Besides Salem and her cohorts)]] to Remnant, RWBY'S setting. Some good examples of semblances would be: Ruby's Super Speed, Glynda's Telekinesis, Pyrhha's Polarity (A.K.A The ability to control metallic objects). Unfortunately, some semblances that just don't have that dramatic flair would be Jaune's [[spoiler:Aura Amplification]] and Ren's [[spoiler:ability to mask negative emotion]]. Both don't have any offensive capabilities, but can come in very handy. For Jaune, it would make him [[spoiler: a good medic, and also amplify his friends' power]], and while Ren's semblance doesn't have any use against other Huntsmen, it makes him [[spoiler:practically untouchable]] to Grimm.

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** On a subject other than Weapons, we have Semblances: A single, unique superpower every Huntsman has the potential to unlock that can aid them in battle, both against other Huntsmen and against Grimm, creatures of destruction attracted to negative emotions and the primary threat [[spoiler:(Besides Salem and her cohorts)]] to Remnant, RWBY'S setting. Some good examples of semblances would be: Ruby's Super Speed, Glynda's Telekinesis, Pyrhha's Pyrrha's Polarity (A.K.A The ability to control metallic objects). Unfortunately, Then, some semblances that just don't have that dramatic flair would be Jaune's [[spoiler:Aura Amplification]] and Ren's [[spoiler:ability to mask negative emotion]]. Both don't have any offensive capabilities, but can come in very handy. For Jaune, it would make makes him [[spoiler: a good medic, and also able to amplify his friends' power]], and while Ren's semblance doesn't have any use against other Huntsmen, it makes him [[spoiler:practically untouchable]] invisible]] to Grimm.



* ''Machinima/RedVsBlue'' has Agent Washington when compared to his fellow Freelancers. He's surrounded by folks with awesome armor enhancements (super speed, active camo, time distortion, and more) and AI to help run them to their fullest. What does Wash have? An assault rifle and a bio-scanner. He'd never even used an AI (the Epsilon incident saw to that). But his name has always been in the middle of the leaderboard and only ever moved once (a slot upward, by the way), thanks to him being one of the most stable and reliable of the bunch. Who needs epic gadgets when you can have a guy who won't screw over the mission out of carelessness or pride?

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* ''Machinima/RedVsBlue'' has Agent Washington when compared to his fellow Freelancers. He's surrounded by folks with awesome armor enhancements (super speed, active camo, time distortion, and more) and AI to help run them to their fullest. What does Wash have? An assault rifle and a bio-scanner. He'd never even used an AI (the Epsilon incident saw to that). But his name has always been in the middle top ten of the leaderboard and only ever moved once (a slot upward, by the way), thanks to him being one of the most stable and reliable of the bunch. Who needs epic gadgets when you can have a guy who won't screw over the mission out of carelessness or pride?
12th Jun '18 5:11:27 AM aenthin
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** Of the three Deathly Hallows, Harry's Invisibility Cloak is one of these. Turning yourself invisibile is not as impressive as having the most powerful wand in the world or a stone that could summon the dead (and quite possibly command an army of [[OurZombiesAreDifferent Inferi]]), but simply hiding from your enemies and walking past them did so much wonders to Harry and his friends.
10th Jun '18 1:44:45 PM nombretomado
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* ''Manga/SoulEater'': Black Star and Mifune deciding to finish their final fight on even ground as swordsmen (just ordinary katana, or as close as Tsubaki could make herself) makes for one of the [[CrowningMomentOfAwesome best]] and [[TearJerker worst]] moments in the series.

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* ''Manga/SoulEater'': Black Star and Mifune deciding to finish their final fight on even ground as swordsmen (just ordinary katana, or as close as Tsubaki could make herself) makes for one of the [[CrowningMomentOfAwesome [[SugarWiki/MomentOfAwesome best]] and [[TearJerker worst]] moments in the series.



* The famous [[NeverBringAKnifeToAGunfight gun vs sword fight]] in ''Film/RaidersOfTheLostArk''. Sure, it was also a CrowningMomentOfFunny, but also this.

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* The famous [[NeverBringAKnifeToAGunfight gun vs sword fight]] in ''Film/RaidersOfTheLostArk''. Sure, it was also a CrowningMomentOfFunny, SugarWiki/{{Funny Moment|s}}, but also this.



** Two weapons examples: Earth [[NuclearOption nukes]] and Narn energy mines. The first are just plain nuclear weapons, the latter use a matter-{{antimatter}} warhead barely held together by a primitive reaction and that blows up as soon as the reactor fails, and is rather prone to misfire. Nukes were the one thing that gave the Minbari pause during the [[HopelessWar Earth-Minbari War]], in one occasion [[CrowningMomentOfAwesome taking down their flagship]]. Energy mines [[DidYouJustPunchOutCthulhu made Shadow warships cry in pain]] (the Shadows promptly [[BrokeYourArmPunchingOutCthulhu wiped out the Narn warships that had hurt them]], but it's still better than what most Younger Races can do to the Shadows).

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** Two weapons examples: Earth [[NuclearOption nukes]] and Narn energy mines. The first are just plain nuclear weapons, the latter use a matter-{{antimatter}} warhead barely held together by a primitive reaction and that blows up as soon as the reactor fails, and is rather prone to misfire. Nukes were the one thing that gave the Minbari pause during the [[HopelessWar Earth-Minbari War]], in one occasion [[CrowningMomentOfAwesome [[SugarWiki/MomentOfAwesome taking down their flagship]]. Energy mines [[DidYouJustPunchOutCthulhu made Shadow warships cry in pain]] (the Shadows promptly [[BrokeYourArmPunchingOutCthulhu wiped out the Narn warships that had hurt them]], but it's still better than what most Younger Races can do to the Shadows).
8th Jun '18 2:47:27 AM RedScharlach
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* Defensive abilities, builds, classes, or playstyles have a habit of being this, especially in competitive games. "Crowd control", or abilities that prevent the enemy from acting (stunning, muting, or otherwise incapacitating or restricting them), are especially notorious for this. Oftentimes the simplest way to defeat an enemy is to outlast or avoid them. This principle is so often true across so many genres that the extreme expression of it is derisively called "turtling" and is sometimes frowned upon - or even banned - by a gaming community, for being too boring, and too practical. Learning to deal with extreme defense may be fundamental to a game's mechanics at the advanced level in games where this practice is more embraced.

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* Defensive abilities, builds, classes, or playstyles have a habit of being this, especially in competitive games. "Crowd control", or abilities that prevent the enemy from acting (stunning, muting, or otherwise incapacitating or restricting them), are especially notorious for this. Oftentimes the simplest way to defeat an enemy is to outlast or avoid them. This principle is so often true across so many genres that the extreme expression of it is derisively called "turtling" and is sometimes frowned upon - -- or even banned - -- by a gaming community, for being too boring, and too practical. Learning to deal with extreme defense may be fundamental to a game's mechanics at the advanced level in games where this practice is more embraced.



* Many strategy-level wargames come as a rude surprise to the naive, who just want to generate as many panzer divisions or equivalent as they possibly can in order to roll over things with the high-end glamourous BlingOfWar. The hard lesson to be learnt is that if you don't pay attention to the boring stuff - your supply and support network, the boring logistics that needs lots and lots of boring trucks - then you're doomed once the panzers start running out of fuel and ammo.
** This is a lesson drummed into trainee army officers. The teeth of an army are as ''nothing'' without its tail. It is a fact that every German panzer division in the Blitzkrieg required a logistics train whose less glamourous vehicles - many horse-drawn - would have stretched for ''a hundred miles'' behind the Panzers if placed nose-to-tail. it took several ''thousand'' lorries to keep the six hundred tanks of an armoured division in the battle. Hitler's Ardennes offensive of 1944 failed because he was obsessed with tanks to spearhead it - and paid scant heed to the logistics trains necessary to sustain them.

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* Many strategy-level wargames come as a rude surprise to the naive, who just want to generate as many panzer divisions or equivalent as they possibly can in order to roll over things with the high-end glamourous glamorous BlingOfWar. The hard lesson to be learnt is that if you don't pay attention to the boring stuff - -- your supply and support network, the boring logistics that needs lots and lots of boring trucks - -- then you're doomed once the panzers start running out of fuel and ammo.
** This is a lesson drummed into trainee army officers. The teeth of an army are as ''nothing'' without its tail. It is a fact that every German panzer division in the Blitzkrieg required a logistics train whose less glamourous glamorous vehicles - -- many horse-drawn - -- would have stretched for ''a hundred miles'' behind the Panzers if placed nose-to-tail. it took several ''thousand'' lorries to keep the six hundred tanks of an armoured division in the battle. Hitler's Ardennes offensive of 1944 failed because he was obsessed with tanks to spearhead it - -- and paid scant heed to the logistics trains necessary to sustain them.



* ''Fanfic/SarumanOfManyDevices''- this is Central's approach to introducing new weapons summarized - it's better to have a good weapon for all of your troops than an awesome one for a few of them.

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* ''Fanfic/SarumanOfManyDevices''- this is Central's approach to introducing new weapons summarized - -- it's better to have a good weapon for all of your troops than an awesome one for a few of them.



** Right from the start, one of Harry's most used spells is the translation spell which allows anyone under it's effect to hear every language as their native language for twelve hours and any word they hear in another language, they'll be able to speak afterwards. An example given by a Tauren was that if she was hit by the spell then spent a day in Stormwind, she'd likely be completely fluent in Common by the time it wore off.

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** Right from the start, one of Harry's most used spells is the translation spell which allows anyone under it's its effect to hear every language as their native language for twelve hours and any word they hear in another language, they'll be able to speak afterwards. An example given by a Tauren was that if she was hit by the spell then spent a day in Stormwind, she'd likely be completely fluent in Common by the time it wore off.



** The Blue Rajah is a superhero who uses forks as throwing projectiles, but his overly showy method of throwing them makes them completely ineffectual. During the team's TrainingMontage with the Sphinx, he teaches him a more proper, less theatrical method of throwing, and he suddenly becomes a lot more accurate and his forks actually stick to things.

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** The Blue Rajah Raja is a superhero who uses forks as throwing projectiles, but his overly showy method of throwing them makes them completely ineffectual. During the team's TrainingMontage with the Sphinx, he teaches him a more proper, less theatrical method of throwing, and he suddenly becomes a lot more accurate and his forks actually stick to things.



** While we're at it, ''Stupefy''. It is a spell that knocks someone out. That is all. But unless you want a person dead (and there are plenty of situations where you wouldn't, even if you have no qualms about killing, and even if your goal was to kill you could use ''Stupefy'' and deliver the killing blow muggle style, while the Killing Curse is one of the most difficult spells to cast), it's just as effective at putting an opponent out of a fight (It also helps that using ''Stupefy'' won't earn its user a life sentence in Azkaban, like the Killing Curse will). There's also the simple fact that ''Stupefy'' is both simpler and ''faster'' to say - you could have it cast by the time your opponent is halfway through ''Avada Kedavra''. Assuming of course you can't use silent casting, something that works for ''Stupefy'' and not for the Killing Curse.

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** While we're at it, ''Stupefy''. It is a spell that knocks someone out. That is all. But unless you want a person dead (and there are plenty of situations where you wouldn't, even if you have no qualms about killing, and even if your goal was to kill you could use ''Stupefy'' and deliver the killing blow muggle style, while the Killing Curse is one of the most difficult spells to cast), it's just as effective at putting an opponent out of a fight (It also helps that using ''Stupefy'' won't earn its user a life sentence in Azkaban, like the Killing Curse will). There's also the simple fact that ''Stupefy'' is both simpler and ''faster'' to say - -- you could have it cast by the time your opponent is halfway through ''Avada Kedavra''. Assuming of course you can't use silent casting, something that works for ''Stupefy'' and not for the Killing Curse.



** Roose's strategy to remain behind Winterfell's high walls and let Stannis' forces waste away from cold and deprivation. To inject some action into the narrative, Ramsay prefers to take the fight to Stannis with twenty picked men, though this itself is a very good example of the trope - only twenty men were risked, and Stannis' already in-trouble army was even more severely crippled, losing most of their horses and food, making the eventual battle even easier than it was before.

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** Roose's strategy to remain behind Winterfell's high walls and let Stannis' forces waste away from cold and deprivation. To inject some action into the narrative, Ramsay prefers to take the fight to Stannis with twenty picked men, though this itself is a very good example of the trope - -- only twenty men were risked, and Stannis' already in-trouble army was even more severely crippled, losing most of their horses and food, making the eventual battle even easier than it was before.



* Throught the third season of ''Series/TheFlash2014'', Savitar generally fights by simply rushing his opponents with his increadibly potent SuperSpeed. He tends to forgo the more advanced techniques available to speesters, like phasing or lightning-throwing, and usually doesn't even use his own unique BladeBelowTheShoulder except for suprise attacks or executing a downed enemy.

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* Throught the third season of ''Series/TheFlash2014'', Savitar generally fights by simply rushing his opponents with his increadibly incredibly potent SuperSpeed. He tends to forgo the more advanced techniques available to speesters, speedsters, like phasing or lightning-throwing, and usually doesn't even use his own unique BladeBelowTheShoulder except for suprise surprise attacks or executing a downed enemy.



* ''Series/{{Survivor}}'' has a stragegy known as "Pagonging" (named after the Pagong tribe, who fell victim to it all the way back in the first season). Initially, the survivors are split into two teams of equal number. Partway through the game, after several survivors have been eliminated, the two teams merge and it becomes every man for himself - but the players hold on to the "us vs. them" mentality of the previous teams, and if all goes well, the larger team will stay together and eliminate the smaller team one by one, only turning on each other when they've run out of targets or the last member of that other tribe has won immunity. It's very efficient for those members of the larger team, but predictable and not nearly as fun for the home audience to watch as a chaotic GambitPileup.

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* ''Series/{{Survivor}}'' has a stragegy known as "Pagonging" (named after the Pagong tribe, who fell victim to it all the way back in the first season). Initially, the survivors are split into two teams of equal number. Partway through the game, after several survivors have been eliminated, the two teams merge and it becomes every man for himself - -- but the players hold on to the "us vs. them" mentality of the previous teams, and if all goes well, the larger team will stay together and eliminate the smaller team one by one, only turning on each other when they've run out of targets or the last member of that other tribe has won immunity. It's very efficient for those members of the larger team, but predictable and not nearly as fun for the home audience to watch as a chaotic GambitPileup.



* In ''Series/HellsKitchen'' season 3, one of the top performers was Julia, a Waffle House line cook from UsefulNotes/{{Atlanta}}, Georgia. The professionally-trained chefs (especially those on her own team) [[AllOfTheOtherReindeer tended to treat her like crap and denigrate her skills]][[note]]Or as one of the teamates noted, "She works in a [[PrecisionFStrike fuckin' Waffle House, I mean ''come on'']][[/note]], but it turned out she had precisely the skill set Gordon Ramsay was looking for - good teamwork, promptness with her cooking, and staying cool under pressure. So much so that when she was eliminated near the end, Gordon praised her potential and dedication, and then paid for her to go to culinary school

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* In ''Series/HellsKitchen'' season 3, one of the top performers was Julia, a Waffle House line cook from UsefulNotes/{{Atlanta}}, Georgia. The professionally-trained chefs (especially those on her own team) [[AllOfTheOtherReindeer tended to treat her like crap and denigrate her skills]][[note]]Or as one of the teamates noted, "She works in a [[PrecisionFStrike fuckin' Waffle House, I mean ''come on'']][[/note]], but it turned out she had precisely the skill set Gordon Ramsay was looking for - -- good teamwork, promptness with her cooking, and staying cool under pressure. So much so that when she was eliminated near the end, Gordon praised her potential and dedication, and then paid for her to go to culinary school



* In the American ''Series/BigBrother'', there's similar strategies to ''Series/{{Survivor}}''. However in this game, it's free-for-all from the very start - so as a result, you want to make yourself appear to be not so much of a threat that people will target you. You want them directing their sights at someone else, not you. Thus, a fair amount of ObfuscatingStupidity is involved in making yourself appear much less of a threat than you actually are. Naturally this leads to a lot of sitting around and letting someone else strategize, so that they make themselves appear to be the threat, not you. Maggie Ausburn won her season for this reason.

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* In the American ''Series/BigBrother'', there's similar strategies to ''Series/{{Survivor}}''. However in this game, it's free-for-all from the very start - -- so as a result, you want to make yourself appear to be not so much of a threat that people will target you. You want them directing their sights at someone else, not you. Thus, a fair amount of ObfuscatingStupidity is involved in making yourself appear much less of a threat than you actually are. Naturally this leads to a lot of sitting around and letting someone else strategize, so that they make themselves appear to be the threat, not you. Maggie Ausburn won her season for this reason.



** Missile launchers and autocannons are by far the most versatile Heavy Weapon available to human armies - hardly flashy, like Plasma Cannons or Lascannons, but they have good anti-infantry capability (frag missiles for the ML and a high fire-rate for the AC) and can kill anything up to Armor: 13.

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** Missile launchers and autocannons are by far the most versatile Heavy Weapon available to human armies - -- hardly flashy, like Plasma Cannons or Lascannons, but they have good anti-infantry capability (frag missiles for the ML and a high fire-rate for the AC) and can kill anything up to Armor: 13.



** The ubiquitous Rhino chassis is this both in and out of universe. It's simplistic form makes it highly adaptable, with almost every space marine ground tank (besides the famous Land Raider) being based around it's chassis. It is also this simplicity that allows it to be mass produced on the cheap and allows even the modest crew to make battlefield repairs (something no other tank in the game is capable of). In terms of practicality, it can transport 10 superhuman soldiers clad in power armor with no difficulty AND can run off any type of fuel from exotic promethium to ''wood''. All of this translates into the game as a generic transport, with a decent (and, due to a rule wording, indestructible) gun and transport capacity for a very low point cost (35, compared to an individual Space Marine at 14 points apiece). It's size and bulk also makes it good for impromptu cover, as most commanders will rush the Rhino up, turn it sideways, and have the troops disembark on the other side, effectively shielding them for a turn from enemy gunfire. It's derivative tanks are also very practical, being able to bring twice the amount of ordinance to bear for half the cost of other equivalent tanks.[[note]]A single Predator tank can bring either the same amount of lascannons to bear as a Land Raider for half the price, or two Predators for the same price can bring 3 times the amount of lascannons. Alternatively it can field them with Autocannons and heavy bolters for even cheaper, making them much more efficient at gunning down enemy infantry. In addition, since you can field two Predators for the cost of one Land Raider, you can afford to specialize them, so they can concentrate on the type of enemy they are most effective against, rather than the Land Raider occasionally wasting shots because it's guns are split between anti-tank and anti-infantry. Similarly, the Vindicator brings to bear the powerful Demolisher Cannon for 2/3rds the cost of a Demolisher Leman Russ or Defiler.[[/note]] Their only real downside is that even the most heavily armored Rhino Tank would be considered, at best, a "medium" tank, and the majority of them can be taken down with relatively few shots from anti-tank weapons, especially when flanked. However, their cheap cost means you can simply spam them to make up for this.

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** The ubiquitous Rhino chassis is this both in and out of universe. It's simplistic Its simple form makes it highly adaptable, with almost every space marine ground tank (besides the famous Land Raider) being based around it's its chassis. It is also this This simplicity that also allows it to be mass produced on the cheap and allows even the modest crew to make battlefield repairs (something no other tank in the game is capable of). In terms of practicality, it can transport 10 superhuman soldiers clad in power armor with no difficulty AND can run off any type of fuel from exotic promethium to ''wood''. All of this translates into the game as a generic transport, with a decent (and, due to a rule wording, indestructible) gun and transport capacity for a very low point cost (35, compared to an individual Space Marine at 14 points apiece). It's Its size and bulk also makes it good for impromptu cover, as most commanders will rush the Rhino up, turn it sideways, and have the troops disembark on the other side, effectively shielding them for a turn from enemy gunfire. It's Its derivative tanks are also very practical, being able to bring twice the amount of ordinance to bear for half the cost of other equivalent tanks.[[note]]A single Predator tank can bring either the same amount of lascannons to bear as a Land Raider for half the price, or two Predators for the same price can bring 3 times the amount of lascannons. Alternatively it can field them with Autocannons and heavy bolters for even cheaper, making them much more efficient at gunning down enemy infantry. In addition, since you can field two Predators for the cost of one Land Raider, you can afford to specialize them, so they can concentrate on the type of enemy they are most effective against, rather than the Land Raider occasionally wasting shots because it's its guns are split between anti-tank and anti-infantry. Similarly, the Vindicator brings to bear the powerful Demolisher Cannon for 2/3rds the cost of a Demolisher Leman Russ or Defiler.[[/note]] Their only real downside is that even the most heavily armored Rhino Tank would be considered, at best, a "medium" tank, and the majority of them can be taken down with relatively few shots from anti-tank weapons, especially when flanked. However, their cheap cost means you can simply spam them to make up for this.



** Every Space Marine Chapter has it's own specialization. The Space Wolves are tough melee fighters, the Raven Guard are masters of guerilla warfare and rapid assault, the Salamanders love flamethrowers, and the Ultramarines... have a thing for logistics. Guess which one is the one with the 500-world empire?

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** Every Space Marine Chapter has it's its own specialization. The Space Wolves are tough melee fighters, the Raven Guard are masters of guerilla warfare and rapid assault, the Salamanders love flamethrowers, and the Ultramarines... have a thing for logistics. Guess which one is the one with the 500-world empire?



*** Taken to the extreme with the special character Aun'Va. He's gone from the worst Special character in the entire game from his previous incarnation, to almost a "Must-Have" unit in any non-Farsight Enclave rules using Tau army. He can invoke an additional power, which means you can leave Storm of Fire always active, and then one of the three other Elemental Invocations make surrounding infantry units tougher, less likely to run, or more aggressively mobile. And thanks to his Paradox of Duality, he put's the normal strategy of using High Strength, Armor Piercing weapons on it's head, making it likely to fail when fired at him. Combined with clever use of cover, this will frustrate enemies trying to eliminate this huge morale booster to the Tau. Not bad for a choice, where it's very likely that when used correctly, will never earn a kill on his own.

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*** Taken to the extreme with the special character Aun'Va. He's gone from the worst Special character in the entire game from his previous incarnation, to almost a "Must-Have" unit in any non-Farsight Enclave rules using Tau army. He can invoke an additional power, which means you can leave Storm of Fire always active, and then one of the three other Elemental Invocations make surrounding infantry units tougher, less likely to run, or more aggressively mobile. And thanks to his Paradox of Duality, he put's the normal strategy of using High Strength, Armor Piercing weapons on it's its head, making it likely to fail when fired at him. Combined with clever use of cover, this will frustrate enemies trying to eliminate this huge morale booster to the Tau. Not bad for a choice, where it's very likely that when used correctly, will never earn a kill on his its own.



** Blue-White control decks takes this trope to it's most literal meaning. With a slew of cheap blue counterspells and white removal, you effectively render your opponent impotent throughout the entire match while either digging up your own combo or pinging him with consistent yet hard to remove damage. As expected, when your opponent has to face the likes of [[http://magiccards.info/query?q=render+silent&v=card&s=cname Render Silent]] and [[http://magiccards.info/m14/en/35.html Silence]] every single turn, it gets hilariously annoying and boring for them, especially if you just wiped the field (so they don't have any existing stuff to use either).

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** Blue-White control decks takes this trope to it's its most literal meaning. With a slew of cheap blue counterspells and white removal, you effectively render your opponent impotent throughout the entire match while either digging up your own combo or pinging him with consistent yet hard to remove damage. As expected, when your opponent has to face the likes of [[http://magiccards.info/query?q=render+silent&v=card&s=cname Render Silent]] and [[http://magiccards.info/m14/en/35.html Silence]] every single turn, it gets hilariously annoying and boring for them, especially if you just wiped the field (so they don't have any existing stuff to use either).



** Plate armour. Unlike other tabletop [=RPGs=], The Witcher doesn't add any arbitrary drawbacks[[note]]in combat at least - armour provides hefty penalties, but only ''outside'' combat[[/note]] other than the price itself, which isn't that high anyway. If it is combined with a shield, you are untouchable by anything short of dragons and high-end spells.

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** Plate armour. Unlike other tabletop [=RPGs=], The Witcher doesn't add any arbitrary drawbacks[[note]]in combat at least - -- armour provides hefty penalties, but only ''outside'' combat[[/note]] other than the price itself, which isn't that high anyway. If it is combined with a shield, you are untouchable by anything short of dragons and high-end spells.



* In ''TabletopGame/{{Exalted}}'' 2e, the most cost effective charms are the excellencies - they either add dice, add successes or allow you to re-roll. No flashy attack flurries, no golden beams of magic light.

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* In ''TabletopGame/{{Exalted}}'' 2e, the most cost effective charms are the excellencies - -- they either add dice, add successes or allow you to re-roll. No flashy attack flurries, no golden beams of magic light.



** Most characters have {{Impossibly Cool Weapon}}s such as a scythe combined with a sniper rifle, a katana with a VariableLengthChain and a gun, shotgun gauntlets... and Jaune Arc's weapon, the Crocea Mors, is just a normal sword and shield. But still, they're very durable and dependable, even if they aren't as flashy as the other character's weapons. [[spoiler:Becomes FridgeBrilliance for the audience when it is revealed that Jaune has ''no previous combat training'' and actually blagged his way into Beacon with forged documents - the sheer simplicity of the weapon appeals to him. In Volume 4, he gives Crocea Mors an upgrade that lets him combine the sword and shield into a greatsword, symbolizing his [[TookALevelInBadass Taking A Level In Badass]].]]

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** Most characters have {{Impossibly Cool Weapon}}s such as a scythe combined with a sniper rifle, a katana with a VariableLengthChain and a gun, shotgun gauntlets... and Jaune Arc's weapon, the Crocea Mors, is just a normal sword and shield. But still, they're very durable and dependable, even if they aren't as flashy as the other character's weapons. [[spoiler:Becomes FridgeBrilliance for the audience when it is revealed that Jaune has ''no previous combat training'' and actually blagged his way into Beacon with forged documents - -- the sheer simplicity of the weapon appeals to him. In Volume 4, he gives Crocea Mors an upgrade that lets him combine the sword and shield into a greatsword, symbolizing his [[TookALevelInBadass Taking A Level In Badass]].]]



** And then, there's the ultimate Boring, But Practical - GoodOldFisticuffs. Lose your weapon? Deck your opponent in the schnozz. Ruby takes a very long time to learn this because she's so enamored by Crescent Rose that if she loses it, she freezes up. By the end of Volume 5, when Mercury takes Crescent Rose during their fight, she responds by ''headbutting him'', then taking it back.

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** And then, there's the ultimate Boring, But Practical - -- GoodOldFisticuffs. Lose your weapon? Deck your opponent in the schnozz. Ruby takes a very long time to learn this because she's so enamored by Crescent Rose that if she loses it, she freezes up. By the end of Volume 5, when Mercury takes Crescent Rose during their fight, she responds by ''headbutting him'', then taking it back.



* Pretty much half the party's accomplishments in ''WebVideo/CriticalRole'' rely on the RuleOfCool, but the other half come down to good old efficient stabbing. Vax, Vex and Grog have done the majority of the damage as of Episode 56, and they mostly rely on straightforward attacks with daggers, bows, and two-handed weapons respectively (Vex has a little bit of magic, but it's nowhere near as flashy as Keyleth or Scanlan's). Even Percy - the runner-up damage dealer to those three - prefers to use his handgun rather than his flashier gadgets, because it can fire more shots before reloading and has a much lower chance of breaking or exploding. Of course, these tactics are only boring on paper: Matt's narration makes even simple stabbing seem [[WorldOfBadass insanely cool]].

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* Pretty much half the party's accomplishments in ''WebVideo/CriticalRole'' rely on the RuleOfCool, but the other half come down to good old efficient stabbing. Vax, Vex and Grog have done the majority of the damage as of Episode 56, and they mostly rely on straightforward attacks with daggers, bows, and two-handed weapons respectively (Vex has a little bit of magic, but it's nowhere near as flashy as Keyleth or Scanlan's). Even Percy - -- the runner-up damage dealer to those three - -- prefers to use his handgun rather than his flashier gadgets, because it can fire more shots before reloading and has a much lower chance of breaking or exploding. Of course, these tactics are only boring on paper: Matt's narration makes even simple stabbing seem [[WorldOfBadass insanely cool]].



** Discussed in 'Pickle Rick', when Rick finally winds up at the therapist's office and she plainly tells him that the key to actual self-improvement and fixing his issues is, quite plainly, work - work that he'd find too tedious and boring to actually commit to, but would honestly be the best way forward. She ends her session by remarking that Rick is simply someone who'd rather get himself killed than be bored.

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** Discussed in 'Pickle Rick', when Rick finally winds up at the therapist's office and she plainly tells him that the key to actual self-improvement and fixing his issues is, quite plainly, work - -- work that he'd find too tedious and boring to actually commit to, but would honestly be the best way forward. She ends her session by remarking that Rick is simply someone who'd rather get himself killed than be bored.
6th Jun '18 4:43:13 PM lvthn13
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Added DiffLines:

* Defensive abilities, builds, classes, or playstyles have a habit of being this, especially in competitive games. "Crowd control", or abilities that prevent the enemy from acting (stunning, muting, or otherwise incapacitating or restricting them), are especially notorious for this. Oftentimes the simplest way to defeat an enemy is to outlast or avoid them. This principle is so often true across so many genres that the extreme expression of it is derisively called "turtling" and is sometimes frowned upon - or even banned - by a gaming community, for being too boring, and too practical. Learning to deal with extreme defense may be fundamental to a game's mechanics at the advanced level in games where this practice is more embraced.
3rd Jun '18 8:46:32 PM azbyc15243
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** Bear in mind that even if it's a very practical offensive spell, the Killing Curse is an "Unforgivable" (that is, "instant ticket to Azkaban for life, even if you're a minor and you were defending yourself") Curse, so the fact he's teaching kids to make this their "hammer" provides quite a hefty amount of {{Foreshadowing}} about him.

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** Bear in mind that even if it's a very practical offensive spell, the Killing Curse is an "Unforgivable" (that is, "instant ticket to Azkaban for life, even if you're a minor and you were defending yourself") Curse, so the fact he's teaching kids to make this their "hammer" provides quite a hefty amount of {{Foreshadowing}} about him. [[FridgeLogic Furthermore]], canonically, both the Killing Curse and Apparation are actually fairly difficult for even adult wizards, so they're not necessarily practical to begin with. They also don't help if you're in a situation where you can't kill your opponent (such as when you need to capture them alive) or can't escape (such as when you need to protect a location).
2nd Jun '18 1:46:14 PM costanton11
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* ''Fanfic/SarumanOfTheManyDevices''- this is Central's approach to introducing new weapons summarized - it's better to have a good weapon for all of your troops than an awesome one for a few of them.

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* ''Fanfic/SarumanOfTheManyDevices''- ''Fanfic/SarumanOfManyDevices''- this is Central's approach to introducing new weapons summarized - it's better to have a good weapon for all of your troops than an awesome one for a few of them.
1st Jun '18 10:52:04 PM UmbrellasWereAwesome
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** A pitcher that rings up a lot of strikeouts is great to watch, but since strikeouts take at least three pitches a hard-throwing strikeout artist will tire quickly and be less effective over a game (or a season) than a pitcher who induces batters to hit groundouts and flyouts.

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** A pitcher that rings up a lot of strikeouts is great to watch, but since strikeouts take at least three pitches a pitches, many hard-throwing strikeout artist will tire quickly and artists tend to be less effective physically durable over the course of a game (or a season) season than a pitcher who induces who's better at getting batters to hit groundouts and flyouts.popouts (of course, the ''best'' pitchers tend to be strikeout artists who are ''also'' good at inducing weak contact).
26th May '18 3:22:59 PM NoSpoilerz
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** Xykon ironically finds himself on the other side of this trope when Vaarsuvius attacks him, having soul-bonded himself with three powerful evil sorcerers, only for Xykon to end up wiping the floor with him. Xykon delivers a very cutting TheReasonYouSuckSpeech on the importance of this very trope. But in his eagerness to teach Vaarsuvius a lesson, he forgets his own moral and begins to start getting a bit extravagant with the torture, enabling Vaarsuvius (who ''was'' paying attention) to not only escape but inflict a serious setback on Xykon[[note]]by causing him to lose his phylactery, the only thing keeping him alive[[/note]] in the process with nothing more than a first-level invisibility spell.

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** Xykon ironically finds himself on the other side of this trope when Vaarsuvius attacks him, having soul-bonded himself with three powerful evil sorcerers, only for Xykon to end up wiping the floor with him. Xykon delivers a very cutting TheReasonYouSuckSpeech on the importance of this very trope. But in his eagerness to teach Vaarsuvius a lesson, he forgets his own moral and begins to start getting a bit extravagant with the torture, enabling Vaarsuvius (who ''was'' paying attention) to not only escape but inflict a serious setback on Xykon[[note]]by causing him to lose his phylactery, the only thing keeping him alive[[/note]] in the process with nothing more than a first-level second-level invisibility spell.
24th May '18 9:18:54 PM JackG
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* ''WesternAnimation/JusticeLeague''
** How Green Lantern John Stewart tends to use his powers in earlier episodes (somewhat justified by the fact that he's a military man). Katma Tui calls him out on it in Season 2, and from then on he gets somewhat more creative with his constructs.
** In "Eclipse", Flash is being chased through the Watchtower by a possessed Superman. He does an AirVentEscape but [[FakeoutEscape leaves a door open to the corridor outside]]. Naturally Superman assumes Flash would rely on his SuperSpeed rather than [[BoringButPractical crawl slowly through the air ducts]].

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* ''WesternAnimation/JusticeLeague''
**
''WesternAnimation/JusticeLeague''. How Green Lantern John Stewart tends to use his powers in earlier episodes (somewhat justified by the fact that he's a military man). Katma Tui calls him out on it in Season 2, and from then on he gets somewhat more creative with his constructs.
** In "Eclipse", Flash is being chased through the Watchtower by a possessed Superman. He does an AirVentEscape but [[FakeoutEscape leaves a door open to the corridor outside]]. Naturally Superman assumes Flash would rely on his SuperSpeed rather than [[BoringButPractical crawl slowly through the air ducts]].
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http://tvtropes.org/pmwiki/article_history.php?article=Main.BoringButPractical