History Main / EvilIsEasy

17th Nov '17 9:03:08 PM jormis29
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* ''{{Pathfinder}}'' uses mostly the same spells and classes as ''DungeonsAndDragons'' and adds one notable example [[BaseBreaker that is heavily debated on forums]] : two similar healing spells, celestial healing (good) and infernal healing (evil). Both heal a target over time, have the same casting time and similar material components, but celestial healing increases in duration with levels at a rate of 1 round/2 levels (typically capping at 10 at 20th level but can go higher if feats are involved), and infernal healing has a flat duration of 10 rounds but cannot heal damage from good-alined sources and silver weapons. This makes celestial healing a weak spell at early levels but a strong one at later levels if the character goes for feats to improve their spellcasting, and infernal healing is incredibly strong at early levels but cannot be improved in any way and is easily countered by a clever choice of gear and spells in late stages of most campaigns.

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* ''{{Pathfinder}}'' ''TabletopGame/{{Pathfinder}}'' uses mostly the same spells and classes as ''DungeonsAndDragons'' ''TabletopGame/DungeonsAndDragons'' and adds one notable example [[BaseBreaker that is heavily debated on forums]] : two similar healing spells, celestial healing (good) and infernal healing (evil). Both heal a target over time, have the same casting time and similar material components, but celestial healing increases in duration with levels at a rate of 1 round/2 levels (typically capping at 10 at 20th level but can go higher if feats are involved), and infernal healing has a flat duration of 10 rounds but cannot heal damage from good-alined sources and silver weapons. This makes celestial healing a weak spell at early levels but a strong one at later levels if the character goes for feats to improve their spellcasting, and infernal healing is incredibly strong at early levels but cannot be improved in any way and is easily countered by a clever choice of gear and spells in late stages of most campaigns.
16th Nov '17 10:24:07 AM Andrewjpet12
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You see, Good makes you work for her. You want her blessing, you have to take the difficult path. You have to talk to the villagers and understand their complaints instead of intimating them into submission or just blowing them up and taking what you want. You have to work through problems. And human problems, well, they tend to be complicated. And as Good is fond of reminding you, the pursuit of her is a never-ending quest. She is like the horizon: no matter how tenaciously you pursue Good, you're never quite going to reach her.

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You see, Good makes you work for her. You want her blessing, you have to take the difficult path. You have to talk to the villagers and understand their complaints instead of intimating intimidating them into submission or just blowing them up and taking what you want. You have to work through problems. And human problems, well, they tend to be complicated. And as Good is fond of reminding you, the pursuit of her is a never-ending quest. She is like the horizon: no matter how tenaciously you pursue Good, you're never quite going to reach her.
5th Oct '17 4:58:57 AM FlashRebel
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Added DiffLines:

** Most spells of the "evil" subtype (mostly necromancy spells) have the particularity of being really strong whenever your spellcasting class allows you to use them with the drawback of not scaling at all with subsequent levels. In short, evil spells give a huge power spike early in the campaign at the cost of becoming lackluster later.


Added DiffLines:

* ''{{Pathfinder}}'' uses mostly the same spells and classes as ''DungeonsAndDragons'' and adds one notable example [[BaseBreaker that is heavily debated on forums]] : two similar healing spells, celestial healing (good) and infernal healing (evil). Both heal a target over time, have the same casting time and similar material components, but celestial healing increases in duration with levels at a rate of 1 round/2 levels (typically capping at 10 at 20th level but can go higher if feats are involved), and infernal healing has a flat duration of 10 rounds but cannot heal damage from good-alined sources and silver weapons. This makes celestial healing a weak spell at early levels but a strong one at later levels if the character goes for feats to improve their spellcasting, and infernal healing is incredibly strong at early levels but cannot be improved in any way and is easily countered by a clever choice of gear and spells in late stages of most campaigns.
4th Oct '17 10:52:17 PM AtmosBlitzer
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** The first ''VideoGame/{{Disgaea|HourOfDarkness}}'' game also offers a bizarre subversion, in the form of two special bonus endings that you can only get by killing large numbers of your allies, [[Earn Your Bad Ending far more than you would ever be likely to kill by accident]].

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** The first ''VideoGame/{{Disgaea|HourOfDarkness}}'' game also offers a bizarre subversion, in the form of two special bonus endings that you can only get by killing large numbers of your allies, [[Earn Your Bad Ending [[EarnYourBadEnding far more than you would ever be likely to kill by accident]].
4th Oct '17 10:51:17 PM AtmosBlitzer
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** The first ''VideoGame/{{Disgaea|HourOfDarkness}}'' game also offers a bizarre subversion, in the form of two special bonus endings that you can only get by killing large numbers of your allies, far more than you would ever be likely to kill by accident.

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** The first ''VideoGame/{{Disgaea|HourOfDarkness}}'' game also offers a bizarre subversion, in the form of two special bonus endings that you can only get by killing large numbers of your allies, [[Earn Your Bad Ending far more than you would ever be likely to kill by accident.accident]].
27th Sep '17 8:59:56 AM Necrodomo
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* Raising the KarmaMeter in ''[[NexusWar Nexus Clash]]'' requires a lot of active effort and carefully limiting one's targets in battle to only Evil foes, whereas not caring who you kill lets you level up faster even. Even the ostensibly-good angels have a variation on this, in that it's easier to level up by playing as a KnightTemplar who kills anyone [[WithUsOrAgainstUs not specifically Good]] then as a more peaceful angel who only fights truly Evil aligned characters.



* Raising the KarmaMeter in ''[[NexusWar Nexus Clash]]'' requires a lot of active effort and carefully limiting one's targets in battle to only Evil foes, whereas not caring who you kill lets you level up faster even. Even the ostensibly-good angels have a variation on this, in that it's easier to level up by playing as a KnightTemplar who kills anyone [[WithUsOrAgainstUs not specifically Good]] then as a more peaceful angel who only fights truly Evil aligned characters.
27th Sep '17 8:59:40 AM Necrodomo
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Added DiffLines:

* Raising the KarmaMeter in ''[[NexusWar Nexus Clash]]'' requires a lot of active effort and carefully limiting one's targets in battle to only Evil foes, whereas not caring who you kill lets you level up faster even. Even the ostensibly-good angels have a variation on this, in that it's easier to level up by playing as a KnightTemplar who kills anyone [[WithUsOrAgainstUs not specifically Good]] then as a more peaceful angel who only fights truly Evil aligned characters.
23rd Aug '17 12:49:16 AM PaulA
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* ''[[Literature/ElementalMasters The Fire Rose]]'': Jason comments several times that Paul's magical training is stalled out because he's putting all his effort into finding a shortcut route to power.

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* ''[[Literature/ElementalMasters The Fire Rose]]'': ''Literature/ElementalMasters'':
** In ''Literature/TheFireRose'',
Jason comments several times that Paul's magical training is stalled out because he's putting all his effort into finding a shortcut route to power.
4th Aug '17 1:04:19 PM GrammarNavi
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* Averted in ''VideoGame/AceCombatZero'': morality is entirely based on the number of yellow targets you either destroy or spare. In missions with a lot of yellow targets, you have to deliberately take time away from the actual mission to go destroy them if you want a level other than "Supreme Knight". In addition, spared targets seem to effect karma a lot more than destroyed targets. However, destroying yellow targets nets you quite a lot of extra money, such that if you're playing as a Mercenary (evil) character, you'll have an easier time buying new planes and weapons, as opposed to the Knight (good) character, who has to make each purchase count that much more.

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* Averted in ''VideoGame/AceCombatZero'': ''VideoGame/AceCombatZeroTheBelkanWar'': morality is entirely based on the number of yellow targets you either destroy or spare. In missions with a lot of yellow targets, you have to deliberately take time away from the actual mission to go destroy them if you want a level other than "Supreme Knight". In addition, spared targets seem to effect karma a lot more than destroyed targets. However, destroying yellow targets nets you quite a lot of extra money, such that if you're playing as a Mercenary (evil) character, you'll have an easier time buying new planes and weapons, as opposed to the Knight (good) character, who has to make each purchase count that much more.
16th Apr '17 3:53:49 PM nombretomado
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* At least in the early stages, the Carnivore/Predator route seems substantially easier than Herbivore/Diplomat in ''{{Spore}}''. Once you reach the Tribal and Civilized stages, though, a mixed approach is more likely to achieve success.

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* At least in the early stages, the Carnivore/Predator route seems substantially easier than Herbivore/Diplomat in ''{{Spore}}''.''VideoGame/{{Spore}}''. Once you reach the Tribal and Civilized stages, though, a mixed approach is more likely to achieve success.
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