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* During the trivia sections on ''[[Series/{{Double Dare|1986}}'', a team could "Dare" and pass the question onto their opponents if stumped or believed the opponents didn't know the answer. That team could "Double Dare" and pass it back, earning the other team twice the cash if they answered it correctly. However, they could go for the "Physical Challenge", where they would play a game to earn the cash. Most of the time, a team would only Dare if they didn't know the answer and only one family managed to exploit the Double Dare strategy.

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* During the trivia sections on ''[[Series/{{Double ''Series/{{Double Dare|1986}}'', a team could "Dare" and pass the question onto their opponents if stumped or believed the opponents didn't know the answer. That team could "Double Dare" and pass it back, earning the other team twice the cash if they answered it correctly. However, they could go for the "Physical Challenge", where they would play a game to earn the cash. Most of the time, a team would only Dare if they didn't know the answer and only one family managed to exploit the Double Dare strategy.
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* During the trivia sections on ''[[Series/DoubleDare1986 Double Dare]]'', a team could "Dare" and pass the question onto their opponents if stumped or believed the opponents didn't know the answer. That team could "Double Dare" and pass it back, earning the other team twice the cash if they answered it correctly. However, they could go for the "Physical Challenge", where they would play a game to earn the cash. Most of the time, a team would only Dare if they didn't know the answer and only one family managed to exploit the Double Dare strategy.
* In ''HighRollers'', it was ''very'' rare to see a contestant roll the dice if there was so much as a 25% chance of rolling a bad number. Even if there were tens of thousands of dollars in prizes available on the board, players immediately started passing the dice to their opponent as soon as there was a semi-decent chance that they could roll a bad number and hence lose the game.

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* During the trivia sections on ''[[Series/DoubleDare1986 Double Dare]]'', ''[[Series/{{Double Dare|1986}}'', a team could "Dare" and pass the question onto their opponents if stumped or believed the opponents didn't know the answer. That team could "Double Dare" and pass it back, earning the other team twice the cash if they answered it correctly. However, they could go for the "Physical Challenge", where they would play a game to earn the cash. Most of the time, a team would only Dare if they didn't know the answer and only one family managed to exploit the Double Dare strategy.
* In ''HighRollers'', ''Series/HighRollers'', it was ''very'' rare to see a contestant roll the dice if there was so much as a 25% chance of rolling a bad number. Even if there were tens of thousands of dollars in prizes available on the board, players immediately started passing the dice to their opponent as soon as there was a semi-decent chance that they could roll a bad number and hence lose the game.
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** 5th edition unfortunately ends up playing into this trope a little too well. Since feats now come at the cost of an attribute bonus and are far less numerous than they were in 3rd or 4th edition, the skill system is now an "all or nothing" deal, and your class' build is ultimately decided by which specialization you pick at 3rd level... You end up with a pretty strong example, since players tend to gravitate to a select few specializations that are either more appealing, more overpowered, or in the case of the Circle of the Moon Druid both. As such, most characters end up being the same build as every other character playing their class. You'll only end up seeing Circle of the Land Druids, Champion Fighters or College of Valor Bards when players deliberately go out of their way to be unoptimized.
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** Furthermore, in ''3.5'' and earlier, many players refuse to play primary spellcasters outright, regardless of their [[LinearWarriorsQuadraticWizards immense power difference]] [[MagikarpPower at higher levels]]. Who wants to read another two chapters of 8-point text just to be able to make a simple attack? Give me a Barbarian called Gnar or Blarg anyday.

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** Furthermore, in ''3.5'' and earlier, many players refuse to play primary spellcasters outright, regardless of their [[LinearWarriorsQuadraticWizards immense power difference]] [[MagikarpPower at higher levels]]. Who wants to read another two chapters of 8-point text just to be able to make a simple attack? Give me a Barbarian called Gnar or Blarg anyday.any day.

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* The original regular format of the ''Series/WheelOfFortune'' BonusRound gave a blank puzzle, for which the contestant had to provide five consonants and a vowel to assist in solving within 15 seconds. Before long, most people were choosing RSTLNE (five of the most common consonants, and the most common vowel, in the English language). Beginning on October 3, 1988, both versions changed the rules to give players RSTLNE from the outset and ask the player for three more consonants and a vowel, countered by making the puzzles somewhat harder (it's rare for RSTLNE to reveal so much as half of the answer) and reducing the time limit to 10 second. Even then, a very large number of contestants pick CDMA, because those are among the next most-common, even though this combination doesn't work most of the time. BGHO (sometimes with P in place of B) has become a popular "three more consonants and a vowel" choice after a fan forum and a news article both discovered that this is strategically the best choice.

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* The original regular format of the ''Series/WheelOfFortune'' has many examples:
** During the early years, after solving a puzzle, a contestant was allowed to spend their winnings in prize showcases presented after the rounds. At any point, the contestant could choose to put his or her money "on account", meaning that it would carry over to any subsequent shopping rounds, or put it on a gift certificate to Service Merchandise. Likely because putting money "on account" left it vulnerable to a [[{{Whammy}} Bankrupt]] or to being "wasted" should the contestant fail to solve another puzzle, almost every contestant who had money left over at the end of a shopping round would opt for the gift certificate. The shopping element was {{retired|gameshowelement}} at the end of TheEighties.
** When it was introduced in 1981,
BonusRound gave a blank puzzle, for which the contestant had to provide five consonants and a vowel to assist in solving within 15 seconds. Before long, most people were choosing RSTLNE (five of the most common consonants, and the most common vowel, in the English language). Beginning on October 3, 1988, both versions changed the rules to give players RSTLNE from the outset and ask the player for three more consonants and a vowel, countered by making the puzzles somewhat harder (it's rare for RSTLNE to reveal so much as half of the answer) and reducing the time limit to 10 second. Even then, a very large number of contestants pick CDMA, because those are among the next most-common, even though this combination doesn't work most of the time. BGHO (sometimes with P in place of B) has become a popular "three more consonants and a vowel" choice after a fan forum and a news article both discovered that this is strategically the best choice.
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* A significant amount of people will reach a point in their lives in which they seldom if ever seek out unfamiliar music, and are perfectly content simply relistening to their old favorites whenever they listen to music.

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* A significant amount of people will reach a point in their lives in which they seldom if ever seek essentially stop seeking out unfamiliar music, and are perfectly content simply relistening to the songs and albums they enjoyed in their old favorites whenever they listen to music.younger days.
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* While not a gaming-related example, a significant amount of people will reach a point in their lives in which they seldom if ever seek out unfamiliar music, and are perfectly content relistening to their old favorites the overwhelming majority of the time.

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* While not a gaming-related example, a A significant amount of people will reach a point in their lives in which they seldom if ever seek out unfamiliar music, and are perfectly content simply relistening to their old favorites the overwhelming majority of the time.whenever they listen to music.
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** His rival, Yuma, is even more a sufferer of this trope - he has dozens of Number and non-Number Xyz monsters, especially towards the end of the series, and his deck is full of cards with variable or changeable levels, meaning he can easily bring them out. In spite of this, he always goes for Aspiring Emperor Hope, only resorting to another Number if he's trying to do something very specific or Hope is off-limits.
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* In ''Epic'', where the game is how people get real-life goods and services from the government, there is pretty much one way to play - play as one of a very few classes, put all your points in strength or intelligence or health, spend hours grinding every day. When the main character, out of desperation, decides to play as a completely unheard of class and put all his points in beauty, his friends think he's lost his mind - until two NPCs give him a personal quest and an immensely valuable jewel, of the sort it takes years of leveling to afford, right out of the gate.

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* In ''Epic'', where the game is how people get real-life goods and services from the government, there is pretty much one way to play - play as one of a very few classes, put all your points in strength or intelligence or health, spend hours grinding every day. When the main character, out of desperation, decides to play as a completely unheard of class and put all his points in beauty, his friends think he's lost his mind - until two NPCs {{Non Player Character}}s give him a personal quest and an immensely valuable jewel, of the sort it takes years of leveling to afford, right out of the gate.
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** Part of the reason the original banlist was created was that certain "staple" cards were both [[GameBreaker overpowered]] (especially for that point in the game) and generic (could be played in pretty much any deck and had no significant cost), meaning that basically every somewhat serious deck invariably used them. The most generally-agreed-on list was seven cards[[note]]Raigeki, Harpie's Feather Duster, Pot of Greed, Graceful Charity, Monster Reborn, Change of Heart, Imperial Order[[/note]], so even though all seven were limited to one, that still basically meant that 17% of the cards in any given deck was identical to those in any other, and when "semi-staples" [[note]]Mirror Force, Dark Hole, Confiscation, The Forceful Sentry, Delinquent Duo, Witch of the Black Forest, Sangan, Mystical Space Typhoon, Heavy Storm, United We Stand, Yata-Garasu, Jinzo, Ring of Destruction[[/note]] were accounted for, that number could easily rise to half or more.

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** Part of the reason the original banlist was created was that certain "staple" cards were both [[GameBreaker overpowered]] (especially for that point in the game) and generic (could be played in pretty much any deck and had no significant cost), meaning that basically every somewhat serious deck invariably used them. The most generally-agreed-on list was seven cards[[note]]Raigeki, Harpie's Feather Duster, Pot of Greed, Graceful Charity, Monster Reborn, Change of Heart, Imperial Order[[/note]], so even though all seven were limited to one, that still basically meant that 17% of the cards in any given deck was identical to those in any other, and when "semi-staples" [[note]]Mirror "semi-staples"[[note]]Mirror Force, Dark Hole, Confiscation, The Forceful Sentry, Delinquent Duo, Witch of the Black Forest, Sangan, Mystical Space Typhoon, Heavy Storm, United We Stand, Yata-Garasu, Jinzo, Ring of Destruction[[/note]] were accounted for, that number could easily rise to half or more.
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** Part of the reason the original banlist was created was that certain "staple" cards were both [[GameBreaker overpowered]] (especially for that point in the game) and generic (could be played in pretty much any deck and had no significant cost), meaning that basically every somewhat serious deck invariably used them. The most generally-agreed-on list was seven cards[[note]]Raigeki, Harpie's Feather Duster, Pot of Greed, Graceful Charity, Monster Reborn, Change of Heart, Imperial Order[[/note]], so even though all seven were limited to one, that still basically meant that 17% of the cards in any given deck was identical to those in any other, and when "semi-staples" [[note]]Mirror Force, Dark Hole, Confiscation, The Forceful Sentry, Delinquent Duo, Witch of the Black Forest, Sangan, Mystical Space Typhoon, Heavy Storm, United We Stand, Yata-Garasu, Jinzo, Ring of Destruction[[/note]] were accounted for, that number could easily rise to half or more.
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** Prior to Links, if a person had any cards in their Extra Deck, chances are good that they'd be playing at least some Xyz, chances are better that those Xyz would be Rank 4, and chances are absolutely positive that those Rank 4s would include Castel the Skyblaster Musketeer, Utopia, and Utopia the Lightning. The fact that they're generic Rank 4s and therefore playable in 95% of decks, they can be summoned basically at will, and they can get rid of almost any card in the game between them was more than enough for this.
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'''Steven:''' (''bleep'') YOU!

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'''Steven:''' (''bleep'') FUCK YOU!
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* During the trivia sections on ''[[Series/DoubleDare1986 Double Dare]]'', a team could "Dare" and pass the question onto their opponents if stumped, though that team could "Double Dare" and pass it back, earning the other team twice the cash if they answered it correctly. However, they could go for the "Physical Challenge", where they would play a game to earn the cash. Only one family managed to exploit the Double Dare strategy.

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* During the trivia sections on ''[[Series/DoubleDare1986 Double Dare]]'', a team could "Dare" and pass the question onto their opponents if stumped, though that stumped or believed the opponents didn't know the answer. That team could "Double Dare" and pass it back, earning the other team twice the cash if they answered it correctly. However, they could go for the "Physical Challenge", where they would play a game to earn the cash. Only Most of the time, a team would only Dare if they didn't know the answer and only one family managed to exploit the Double Dare strategy.
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In BoardGame circles, if a gaming group wind up doing this for a particular strategy, it's known as Group Think, and seems to occur when a group collectively decides on a 'best' strategy for a game, however balanced that strategy is against other strategies - The best remedy to it is simply to introduce new blood into the gaming group, or at least for some members of the group to play the game with another group and pick up some new tricks to introduce back into the gaming group suffering from it. Alternatively it could simply be a GameBreaker that wasn't discovered in play testing.

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In BoardGame circles, if a gaming group wind up doing this for a particular strategy, it's known as Group Think, and seems to occur when a group collectively decides on a 'best' strategy for a game, however balanced that strategy is against other strategies - strategies. The best remedy to it is simply to introduce new blood into the gaming group, or at least for some members of the group to play the game with another group and pick up some new tricks to introduce back into the gaming group suffering from it. Alternatively it could simply be a GameBreaker that wasn't discovered in play testing.
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** And the inverse of this: in online simulators, you often find players who have recently gotten back into the game after having only played it as kids, and are [[TheyChangedItNowItSucks unfamiliar with and distrustful of the new mechanics and archetypes that have arisen since then.]] Consequently, boot up one of these simulators, and you'll often be greeted with servers that ban the Extra Deck, Pendulums, Rituals, and basically anything released after 2006. Even simply using powerful or tournament-level strategies that meet the above qualifications will often elicit a RageQuit.
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* One of El Disgusto's primary traits in ''Literature/BinderOfShame'' is his refusal to play anything except a [[GratuitousNinja ninja.]] Even if the game is a medieval pseudo-European setting, a 1930s America-set ''CallOfCthulhu'' campaign, or ''StarTrek.''

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* One of El Disgusto's primary traits in ''Literature/BinderOfShame'' is his refusal to play anything except a [[GratuitousNinja ninja.]] Even if the game is a medieval pseudo-European setting, a 1930s America-set ''CallOfCthulhu'' ''TabletopGame/CallOfCthulhu'' campaign, or ''StarTrek.''Franchise/StarTrek.''
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* {{Pinball}}: When playing in a tournament or just going for high scores, odds are a very skilled player is going to go straight for the multiball, or at least expend a great deal of effort in getting there. This is because multiball makes for a good safety net: As the machine will not count the ball as drained until every ball in a multiball is gone, this allows the player to take more risks and play faster, on top of the additional scoring the multiball provides. In addition, most machines will provide a ball saver[[note]]A mechanic that returns any balls lost down the drain with no penalty as long as it's active[[/note]] at the beginning of a multiball. In other words, a multiball will temporarily remove all of the risk from gameplay, which most savvy players consider more valuable than anything else, even the WizardMode.
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** The chess 'meta' got this way in the 19th century, in the 'Romantic era' that favoured flashy attacks and sacrifices. For the other player to decline to take a sacrificed piece was seen as unsporting. Then along came Steinitz who in 1872 developed a new style of play and crushed everyone else, became the first recognised World Champion, and ended the Romantic era.
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** Also occasionally results in this trope being exploited by way of an IKnowYouKnowIKnow chain. If people are just going to perfect-defend any attack that comes their way, there's no point in putting anything flashy on the attack, which means there's no point in picking up other ways to defend against the flashy things that won't be on the attack because there's no point in flashy things on the attack so might as well save some EXP that could be put to better use elsewhere by using Perfect Defenses. This is perfectly sound logic when it's a brawl between the Exalt types that are just straight-up powerful in direct combat (and that's most of them); unfortunately, it falls apart painfully against the types that are weaker in a head-on brawl but specialize in esoteric control effects that don't have anything to do with hitting someone. Granted, the fact that the types that were good at that tended to be the least popular ones to play in all-types-OK games (going by census tallies on various Exalted chat-games and MUSHes, where PvP is probably more likely than in a standard tabletop campaign) might be a case of ComplacentGamingSyndrome all its own.

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** Also occasionally results in this trope being exploited by way of an IKnowYouKnowIKnow chain. If people are just going to perfect-defend any attack that comes their way, there's no point in putting anything flashy on the attack, which means there's no point in picking up other ways to defend against the flashy things that won't be on the attack because there's no point in flashy things on the attack so might as well save some EXP that could be put to better use elsewhere by using Perfect Defenses. This is perfectly sound logic when it's a brawl between the Exalt types that are just straight-up powerful in direct combat (and that's most of them); unfortunately, it falls apart painfully against the types that are weaker in a head-on brawl but specialize in esoteric control effects that don't have anything to do with hitting someone. Granted, the fact that the types that were good at that tended to be the least popular ones to play in all-types-OK games (going by census tallies on various Exalted chat-games and MUSHes, chat-games, where PvP is probably often more likely to occur than in a standard tabletop campaign) might be a case of ComplacentGamingSyndrome all its own.
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** Also occasionally results in this trope being exploited by way of an IKnowYouKnowIKnow chain. If people are just going to perfect-defend any attack that comes their way, there's no point in putting anything flashy on the attack, which means there's no point in picking up other ways to defend against the flashy things that won't be on the attack because there's no point in flashy things on the attack so might as well save some EXP that could be put to better use elsewhere by using Perfect Defenses. This is perfectly sound logic when it's a brawl between the Exalt types that are just straight-up powerful in direct combat (and that's most of them); unfortunately, it falls apart painfully against the types that are weaker in a head-on brawl but specialize in esoteric control effects that don't have anything to do with hitting someone. Granted, the fact that the types that were good at that tended to be the least popular ones to play in all-types-OK games (going by census tallies on various Exalted chat-games and MUSHes, where PvP is probably more likely than in a standard tabletop campaign) might be a case of ComplacentGamingSyndrome all its own.
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* Sometimes present in the original Art Fleming era of ''Series/{{Jeopardy}}'', which paid full winnings to all contestants, winning or losing. Some contestants would intentionally stop ringing in if they felt that they had earned enough money, or if another contestant picked up a significant lead. The AlexTrebek-hosted revival (1984-present) gave this an ObviousRulePatch by offering the full winnings only to the winner, to create more of an incentive to compete. The losing contestants initially got parting gifts, but starting in the early 2000s, second and third place respectively won a flat $2,000 and $1,000.

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* Sometimes present in the original Art Fleming era of ''Series/{{Jeopardy}}'', which paid full winnings to all contestants, winning or losing. Some contestants would intentionally stop ringing in if they felt that they had earned enough money, or if another contestant picked up a significant lead. The AlexTrebek-hosted Creator/AlexTrebek-hosted revival (1984-present) gave this an ObviousRulePatch by offering the full winnings only to the winner, to create more of an incentive to compete. The losing contestants initially got parting gifts, but starting in the early 2000s, second and third place respectively won a flat $2,000 and $1,000.
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Dragon Rulers had Spellbooks to compete with. Also, where the HELL did those Photon names come from?


** This trope gets taken Up to Eleven in certain formats with "Tier Zero" Decks - those that are so strong that little else can stand up to them, resulting in said ridiculous number of Mirror Matches observed in tournament finals. Well-known examples include Tele-DAD of the early Synchro era, Dragon Rulers shortly after their debut, [=PePe=] (Perfomapals/Performages), and most recently Zoodiacs.

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** This trope gets taken Up to Eleven in certain formats with "Tier Zero" Decks - those that are so strong that little else can stand up to them, resulting in said ridiculous number of Mirror Matches observed in tournament finals. Well-known examples include Tele-DAD of the early Synchro era, Dragon Rulers shortly after their debut, and [=PePe=] (Perfomapals/Performages), and most recently Zoodiacs.(Perfomapals/Performages). Zoodiacs are a complicated example; the deck itself is certainly top-tier, but it's the ''engine'', commonly splashed into other decks, that is the real Tier Zero.



* Anime Example: Kite suffered this in YugiohZexal. To be more accurate, he suffered it a bit more in Zexal's second season. During season 1, while he relies on his ace Galaxy-Eyes Photon Dragon, at least he was willing to use/showcase other monsters in his deck. Come season 2, Kite almost ALWAYS opens his duels with the same method: Special summon Photon Striker and normal summon Photon Bouncer, then tribute them both for Galaxy Eyes. A solid strategy to be sure, but the rest of his deck essentially got the shaft.

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* Anime Example: ''Anime/YuGiOhZEXAL'': It can often happen in the franchise as a whole, but Kite suffered this in YugiohZexal. this. To be more accurate, he suffered it a bit more in Zexal's ZEXAL's second season. During season 1, while he relies on his ace Galaxy-Eyes Photon Dragon, at least he was willing to use/showcase other monsters in his deck. Come season 2, Kite almost ALWAYS opens his duels with the same method: Special summon Photon Striker Thrasher and normal summon Photon Bouncer, Crusher, then tribute them both for Galaxy Eyes. A solid strategy to be sure, but the rest of his deck essentially got the shaft.
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** Charisma as a DumpStat, since it is the only primary stat that doesn't obviously affect a character in any way. (Strength affects weight-carrying limits, Dexterity Armor Class and Reflex Saves, etc.) Unless you're playing a class that uses Charisma for an ability (such as Sorcerers and Bards for spells and music, Clerics for Turn Undead, and Paladins for Charisma Modifier to Saves check bonus), most people have no problem letting it fall off, especially when high Intelligence and the resulting bonus skill points quickly and easily make up for having a Charisma Modifier of 0 to -2. Yes, an ugly jerk of a mage can conduct diplomatic peace talks better than some trained characters. Plus they have spells when that isn't enough, beginning with "polite" mind control such as Charm Person, and leading up to the much more blunt "Give me control of the kingdom, or I will call down Meteors on your head, send you to an alternate dimension, or just kill you outright if I'm pressed for time"

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** Charisma as a DumpStat, since it is the only primary stat that doesn't obviously affect a character in any way. (Strength affects physical attacks and weight-carrying limits, Dexterity Armor Class and Reflex Saves, etc.) Unless you're playing a class that uses Charisma for an ability (such as Sorcerers and Bards for spells and music, Clerics for Turn Undead, and Paladins for Charisma Modifier to Saves check bonus), most people have no problem letting it fall off, especially when high Intelligence and the resulting bonus skill points quickly and easily make up for having a Charisma Modifier of 0 to -2. Yes, an ugly jerk of a mage can conduct diplomatic peace talks better than some trained characters. Plus they have spells when that isn't enough, beginning with "polite" mind control such as Charm Person, and leading up to the much more blunt "Give me control of the kingdom, or I will call down Meteors on your head, send you to an alternate dimension, or just kill you outright if I'm pressed for time"
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** A lot of Phil Kelly's codexes have this issue where a few units will be mindbogglingly powerful while others will be either good but still not as good as the other choices, or just downright terrible. The worst example of this is the 6th Edition Chaos Space Marines codex which had the Heldrake, an overwhelmingly powerful flying unit which were utterly superior to every other Fast Attack choice and effectively phased them out, while Mutilators and Warp Talons were so rubbish that some players took it as an insult if you brought them against him.
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* TabletopGame/{{YuGiOh}}: In most tournaments, you'll likely only see three, maybe four decks (out of an abundance of archetypes possible) at most when it comes to the final brackets. Because of the Power Creep, what decks people main during tournaments fluctuates with each era, but none the less, you're unlikely to encounter any other decks besides the current meta decks in any major tournament. This naturally brings the problem among many fans of the game, even the said tournament players. The decks most commonly used WILL win and WILL get the job done; but they lead to an abundance of mirror matches which usually end up not being interesting and quite possibly draining.
** This trope gets taken Up to Eleven in certain formats with "Tier Zero" Decks - those that are so strong that little else can stand up to them, resulting in said ridiculous number of Mirror Matches observed in tournament finals. Well-known examples include Tele-DAD of the early Synchro era, Dragon Rulers shortly after their debut, and most recently PePe (Perfomapals/Performages).

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* TabletopGame/{{YuGiOh}}: In most tournaments, you'll likely only see three, maybe four decks (out of an abundance of archetypes possible) at most when it comes to the final brackets. Because of the Power Creep, PowerCreep, what decks people main during tournaments fluctuates with each era, but none the less, you're unlikely to encounter any other decks besides the current meta decks in any major tournament. This naturally brings the problem among many fans of the game, even the said tournament players. The decks most commonly used WILL win and WILL get the job done; but they lead to an abundance of mirror matches which usually end up not being interesting and quite possibly draining.
** This trope gets taken Up to Eleven in certain formats with "Tier Zero" Decks - those that are so strong that little else can stand up to them, resulting in said ridiculous number of Mirror Matches observed in tournament finals. Well-known examples include Tele-DAD of the early Synchro era, Dragon Rulers shortly after their debut, [=PePe=] (Perfomapals/Performages), and most recently PePe (Perfomapals/Performages).Zoodiacs.
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** According to {{Word of|God}} [[ChaoticEvil the]] [[{{Eberron}} Keeper]], the ridiculous dependence on the RandomNumberGod, the obsession with insane numbers of poorly thought out stats, and the general head-up-arseness of ''TabletopGame/{{FATAL}}'' were intended to prevent this, because [[HonestRollsCharacter about the only thing you get to choose is gender]]. Proof that TropesAreNotBad, if the alternative is ''FATAL''. The rulebook ''does'' state that the [[GameMaster Aodile]] can let players choose their own races and classes (not stats, though), but implies that random determination is the preferred method.

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** According to {{Word of|God}} [[ChaoticEvil the]] [[{{Eberron}} [[TabletopGame/{{Eberron}} Keeper]], the ridiculous dependence on the RandomNumberGod, the obsession with insane numbers of poorly thought out stats, and the general head-up-arseness of ''TabletopGame/{{FATAL}}'' were intended to prevent this, because [[HonestRollsCharacter about the only thing you get to choose is gender]]. Proof that TropesAreNotBad, if the alternative is ''FATAL''. The rulebook ''does'' state that the [[GameMaster Aodile]] can let players choose their own races and classes (not stats, though), but implies that random determination is the preferred method.
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* In ''ComicBook/AdventureTimeFionnaAndCakeCardWars'', the unbeatable Floop Master turns out to have stumbled upon one GameBreaker opening card combination, and is completely helpless when Cake becomes the first player to find a card that can beat it.

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* In ''ComicBook/AdventureTimeFionnaAndCakeCardWars'', ''ComicBook/AdventureTimeWithFionnaAndCakeCardWars'', the unbeatable Floop Master turns out to have stumbled upon one GameBreaker opening card combination, and is completely helpless when Cake becomes the first player to find a card that can beat it.

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* TabletopGame/{{YuGiOh}}: In most tournaments, you'll likely only see three, maybe four decks (out of an abundance of archetypes possible) at most when it comes to the final brackets. Because of the Power Creep, what decks people main during tournaments fluctuates with each era, but none the less, you're unlikely to encounter any other decks besides the current meta decks in any major tournament. This naturally brings the problem among many fans of the game, even the said tournament players. The decks most commonly used WILL win and WILL get the job done; but they lead to an abundance of mirror matches which usually end up not being interesting and quite possibly draining.
**This trope gets taken Up to Eleven in certain formats with "Tier Zero" Decks - those that are so strong that little else can stand up to them, resulting in said ridiculous number of Mirror Matches observed in tournament finals. Well-known examples include Tele-DAD of the early Synchro era, Dragon Rulers shortly after their debut, and most recently PePe (Perfomapals/Performages).

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