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* ''Franchise/SuperSentai'' gets in on the action with ''Series/UchuSentaiKyuranger''. The Red Ranger's mecha forms a head and torso, and his other [[LoadsAndLoadsOfCharacters eight teammates]] have mecha that can become either an arm or a leg for it, a la [[Franchise/TransformersGeneration1 Transformers Scramble City combiners]]. That makes a whopping '''1680''' unique combinations, and of course only a handful make it onscreen.

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* ''Franchise/SuperSentai'' gets in on the action with ''Series/UchuSentaiKyuranger''. The Red Ranger's mecha forms a head and torso, and his other [[LoadsAndLoadsOfCharacters eight teammates]] teammates have mecha that can become either an arm or a leg for it, a la [[Franchise/TransformersGeneration1 Transformers Scramble City combiners]]. That makes a whopping '''1680''' unique combinations, and of course only a handful make it onscreen.



* ''Franchise/{{Pokemon}}''. You have over ''[[LoadsAndLoadsOfCharacters seven hundred]]'' choices for your Mons, and nearly all of them have about a dozen or two potential attacks for their move list. And that's just from leveling up; include the attacks that can be gained from [=TMs=] and breeding and things get crazy.

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* ''Franchise/{{Pokemon}}''. You have over ''[[LoadsAndLoadsOfCharacters seven hundred]]'' ''seven hundred'' choices for your Mons, and nearly all of them have about a dozen or two potential attacks for their move list. And that's just from leveling up; include the attacks that can be gained from [=TMs=] and breeding and things get crazy.
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Ah, you just opened up your newest game and have been EasingIntoTheAdventure. Maybe there's some ElementalRockPaperScissors, or StandardStatusEffects, but you can handle that. Then you get a new spell!

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Ah, you just opened up your newest game and have been EasingIntoTheAdventure. Maybe there's some ElementalRockPaperScissors, or StandardStatusEffects, StatusEffects, but you can handle that. Then you get a new spell!



* ''VideoGame/LostMagic'' gives you up to eighteen runes, which you can also combine, either in twos only or also in threes. This gives you a potential '''5832''' spells, out of which '''400''' are in the game, and the bosses and you can do ''everything''. Terrain change, buff, debuff, shooting, summoning, nuking, tanking, capturing, walls, traps, StandardStatusEffects, Roulette, etc..

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* ''VideoGame/LostMagic'' gives you up to eighteen runes, which you can also combine, either in twos only or also in threes. This gives you a potential '''5832''' spells, out of which '''400''' are in the game, and the bosses and you can do ''everything''. Terrain change, buff, debuff, shooting, summoning, nuking, tanking, capturing, walls, traps, StandardStatusEffects, StatusEffects, Roulette, etc..
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typo


* ''VideoGame/RadiantHistoria''. Scrolling trough them every turn or so can get annoying sometimes.

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* ''VideoGame/RadiantHistoria''. Scrolling trough through them every turn or so can get annoying sometimes.
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* ''VideoGame/TheTiamatSacrament'': Not only is Xandra capable of learning several enemy skills, Az'uar can learn many skills from Soul Gems. He also has over 35 elemental combinations for his breath skills and his evolutionary classes. Kelburn also has many different skills available to him based on the combinations of two Rune Blades, and like Az'uar, can use many different skills based on active elemental runes.
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* ''VideoGame/CapellasPromise'': All characters are free to learn skills from any Specialties, with each Specialty containing about twenty skills. By the postgame superboss, most characters will have mastered two Specialties, giving them about forty skills. Fortunately, the developer accounted for skill bloat by allowing the player to place unused skills in storage, preventing them from cluttering up the menu.

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** ''Series/KamenRiderFourze'' dialed this back by giving him a large ''arsenal'' but not anything combinable. He could still qualify, as he has 40 weapons to choose from and is able to equip four at once. Further, his SuperMode can [[AllYourPowersCombined combine the traits of two weapons]] that share an equipment slot, such as [[MacrossMissileMassacre Launcher]] plus [[KillItWithIce Freeze]] producing a freeze missile launcher.

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** ''Series/KamenRiderFourze'' dialed this back by giving him a large ''arsenal'' but not anything combinable. He could still qualify, as he has 40 weapons to choose from (10 each per limb) and is able to equip four at once. Further, his SuperMode can [[AllYourPowersCombined combine the traits of two weapons]] that share an equipment slot, such as [[MacrossMissileMassacre Launcher]] plus [[KillItWithIce Freeze]] producing a freeze missile launcher.


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* ''Franchise/SuperSentai'' gets in on the action with ''Series/UchuSentaiKyuranger''. The Red Ranger's mecha forms a head and torso, and his other [[LoadsAndLoadsOfCharacters eight teammates]] have mecha that can become either an arm or a leg for it, a la [[Franchise/TransformersGeneration1 Transformers Scramble City combiners]]. That makes a whopping '''1680''' unique combinations, and of course only a handful make it onscreen.
** Then [[SixthRanger another ranger]] shows up with another limb mecha, bringing the total for the main Megazord up to '''3024''' unique configurations.
** TheMentor's Megazord only has arm slots, which is still a good 72 different combinations.
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A few levels later, you are the SquishyWizard equivalent of Series/MacGyver and have a spell for every situation, effect or possibility. Or a weapon, or a tool, or a shiny rock made from lifeforce. One of the reasons for LinearWarriorsQuadraticWizards.

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A few levels later, you are the SquishyWizard equivalent of Series/MacGyver Series/{{MacGyver|1985}} and have a spell for every situation, effect or possibility. Or a weapon, or a tool, or a shiny rock made from lifeforce. One of the reasons for LinearWarriorsQuadraticWizards.

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* This is the entire premise of ''SuvehNux'': Learn part of the language of magic and build sentences that do just what you want.

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* This is the entire premise of ''SuvehNux'': ''VideoGame/SuvehNux'': Learn part of the language of magic and build sentences that do just what you want.
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** ''Series/KamenRiderBuild'' takes ''Double''[='s=] two-slot format and ramps it up. Where ''Double'' had three options for each half, ''Build'' has ''30'' each, for '''900''' combinations. Throw in some additional promotional options and the combos could reach over a thousand. The series balances this by mostly sticking with the 30 matched sets and not using mismatch forms very much, and even some of those matches get their day in the limelight in tie-in projects rather than the show proper.

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** ''Series/KamenRiderBuild'' takes ''Double''[='s=] two-slot format and ramps it up. Where ''Double'' had three options for each half, ''Build'' has ''30'' each, for '''900''' combinations.combinations (and then a few MidSeasonUpgrade and SuperMode forms after that). Throw in some additional promotional options and the combos could reach over a thousand. The series balances this by mostly sticking with the 30 matched sets and not using mismatch forms very much, and much; but even some then, it's too much to handle and about a third of those matches get their day in the limelight in tie-in projects rather than the show proper.transformations never make it onscreen.
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* Modern ''Franchise/KamenRider'' series relies heavily on {{Swiss Army Hero}}es with MultiformBalance, and can fall into this when the hero is given more forms than they know what to do with.

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* Modern ''Franchise/KamenRider'' series relies heavily on {{Swiss Army Hero}}es with MultiformBalance, and can fall into this when the hero is given more forms than they know what to do with.with (especially when there's a mix-and-match aspect).



** ''Series/KamenRiderFourze'' dialed this back by giving him a large ''arsenal'' but not anything combinable. He could still qualify, as he has 40 weapons to choose from and is able to equip four at once. Further, his SuperMode can [[AllYourPowersCombined combine the traits of two weapons]] that share a slot, such as [[MacrossMissileMassacre Launcher]] plus [[KillItWithIce Freeze]] producing a freeze missile launcher.

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** ''Series/KamenRiderFourze'' dialed this back by giving him a large ''arsenal'' but not anything combinable. He could still qualify, as he has 40 weapons to choose from and is able to equip four at once. Further, his SuperMode can [[AllYourPowersCombined combine the traits of two weapons]] that share a an equipment slot, such as [[MacrossMissileMassacre Launcher]] plus [[KillItWithIce Freeze]] producing a freeze missile launcher.



** ''Series/KamenRiderBuild'' takes ''Double'''s two-slot format and ramps it up. While the number of options per slot that will appear on the show is up in the air, 10 have been confirmed and the toy TransformationTrinket has been preprogrammed with sounds for over ''30''; putting the number of combos anywhere from a hundred to a ''thousand''.

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** ''Series/KamenRiderBuild'' takes ''Double'''s ''Double''[='s=] two-slot format and ramps it up. While the number of Where ''Double'' had three options per slot that will appear on for each half, ''Build'' has ''30'' each, for '''900''' combinations. Throw in some additional promotional options and the combos could reach over a thousand. The series balances this by mostly sticking with the 30 matched sets and not using mismatch forms very much, and even some of those matches get their day in the limelight in tie-in projects rather than the show is up in the air, 10 have been confirmed and the toy TransformationTrinket has been preprogrammed with sounds for over ''30''; putting the number of combos anywhere from a hundred to a ''thousand''.proper.
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** ''Series/KamenRiderOOO'' had ''three'' slots by ''five'' options each for '''125''' forms, before his own SuperMode and additional promotional powersets.
** ''Series/KamenRiderFourze'' dialed this back by giving him a large ''arsenal'' but not anything combinable. He could still qualify, if you consider that his belt has four slots (each representing one of his limbs), each possessing ten weapon options, meaning he has just shy of '''10,000''' combinations;[[note]]There's a single matched pair that throws off the count slightly[[/note]] or over '''''14,500''''' if you count not equipping any weapon in a slot. Further, his SuperMode can [[AllYourPowersCombined combine the traits of two weapons]] that share a slot, such as [[MacrossMissileMassacre Launcher]] plus [[KillItWithIce Freeze]] producing a freeze missile launcher.

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** ''Series/KamenRiderOOO'' had ''three'' slots by ''five'' options each for '''125''' forms, before his own SuperMode and additional promotional powersets.
powersets. The tradeoff is that the large majority of these forms are mismatched sets with no plot importance; while every ''option'' appeared on the show at least once, most of the form combinations never did.
** ''Series/KamenRiderFourze'' dialed this back by giving him a large ''arsenal'' but not anything combinable. He could still qualify, if you consider that his belt has four slots (each representing one of his limbs), each possessing ten weapon options, meaning as he has just shy of '''10,000''' combinations;[[note]]There's a single matched pair that throws off the count slightly[[/note]] or over '''''14,500''''' if you count not equipping any weapon in a slot.40 weapons to choose from and is able to equip four at once. Further, his SuperMode can [[AllYourPowersCombined combine the traits of two weapons]] that share a slot, such as [[MacrossMissileMassacre Launcher]] plus [[KillItWithIce Freeze]] producing a freeze missile launcher.



** ''Series/KamenRiderBuild'' takes ''Double'''s two-slot format and ramps it up. The series hasn't even started yet as of this writing, and we're looking at a double-digit number of options per slot; putting the combinations in the hundreds.

to:

** ''Series/KamenRiderBuild'' takes ''Double'''s two-slot format and ramps it up. The series hasn't even started yet as of this writing, and we're looking at a double-digit While the number of options per slot; slot that will appear on the show is up in the air, 10 have been confirmed and the toy TransformationTrinket has been preprogrammed with sounds for over ''30''; putting the combinations in the hundreds.number of combos anywhere from a hundred to a ''thousand''.
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* In ''Franchise/TheElderScrolls'' series, you have FireIceLightning as damage types. You have spells to directly damage health, magic, and stamina...''in two subtly-different varieties''. You have levitation. Jump boosting. Buffs and debuffs for all 20-whatever skills. Demon and undead summoning. Lock opening. Telekinesis. And more. All of these effects can be custom-made based on target, duration, and area of effect, and combined as much as you want, even in impractical combinations such as "set yourself on fire for 5 seconds and heal yourself for 50 points of damage a second for five seconds". And this isn't even including spell mods.
** Granted, setting yourself on fire for one point of damage for one second is a FAST way to raise your Destruction skill... And coupled with insta-healing that damage will boost Restoration skill... Add more stuff and you can train a whole bunch of disciplines together.
** And then there is alchemy. Each ingredient has from 2 to 4 (mostly 4) possible effects, you can combine 2-4 of them for a potion (the potion will have any effect shared by 2 or more ingredients) which brings a huge amount of possibilities, only negated in Morrowind by being only able to use potions on yourself. Upped in Oblivion where you can create "poisons" and apply them to weapons.
** Morrowind allowed for literal exponential potential. Try making a potion of improve alchemy, then another, then 3492348 more, buying the 1G ingredients, and occasionally selling a 394389G potion. Then make an enchanting potion, and give yourself a suit of armor that gives you virtually unlimited of every stat, renders you totally invisible, etc. Then enjoy the ending cutscene when you teleport to the final boss and one shot him.
*** Even in later games where you can't make a potion that improves your potion making, you can make a potion that improves your item enchanting and enchant an item to improves your potion making and do it over and over until you have insanely powerful enchantments.

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* In ''Franchise/TheElderScrolls'' series, you have FireIceLightning as damage types. You have ''Franchise/TheElderScrolls''
** Present in general throughout the series when it comes to spells, of which dozens (at least) are available in each game. These
spells to directly damage health, magic, and stamina...''in two subtly-different varieties''. You have levitation. Jump boosting. Buffs and debuffs for all 20-whatever skills. Demon and undead summoning. Lock opening. Telekinesis. And more. All are classed in the 6-8 (depending on the game) [[FunctionalMagic "Schools" of these effects can be custom-made based on target, duration, and area of effect, and combined as much as you want, even in impractical combinations such as "set yourself on fire for 5 seconds and heal yourself for 50 points of damage a second for five seconds". And this isn't even Magic]], including [[AlchemyIsMagic Alchemy]], [[RealityWarper Alteration]], [[SummonMagic Conjuration]], [[ElementalPowers Destruction]], [[MasterOfIllusion Illusion]], Mysticism (which is typically magic that alters the nature of magic, such as [[AntiMagic Dispel]] or [[ManaDrain Spell Absorption]] spells), [[WhiteMagic Restoration]], and [[CharmPerson Thaumaturgy]]. Using SpellCrafting or [[ItemCrafting enchanting the spell mods.
** Granted, setting yourself on fire
effects into items]] allows for one point of damage for one second is a FAST way to raise your Destruction skill... And coupled with insta-healing that damage will boost Restoration skill... Add even more stuff and you can train a whole bunch of disciplines together.
combinations.
** And then there is alchemy. Each ingredient ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' has from 2 to 4 (mostly 4) possible effects, you can a near unlimited exponential potential of spell effects. There are over 100 obtainable spells in the game which use or combine 2-4 over 100 spell effects all broken down into 6 schools of them for a potion (the potion will have any effect shared by 2 or more ingredients) which brings a huge amount of possibilities, only negated in Morrowind by being only able to use potions on yourself. Upped in Oblivion where you can create "poisons" magic. Get into customized spells, Alchemy, and apply them to weapons.
Enchantment, and number of magical possibilities becomes near-infinite. Alchemy and Enchantment in particular offer a plethora of GameBreaker options, allowing speed runs of mere minutes in a game with hundreds of hours of content.
** Morrowind allowed for literal ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' significantly {{Nerf}}s both the pure power of combined magic as well as its overall exponential potential. Try making a potion of improve alchemy, then another, then 3492348 more, buying The game features fewer overall spell effects than did ''Morrowind'', and also places more limits on the 1G ingredients, and occasionally selling a 394389G potion. Then make an enchanting potion, and give yourself a suit combinations, but there is still plenty of armor that gives you virtually unlimited of every stat, renders you totally invisible, etc. Then enjoy the ending cutscene when you teleport potential for game-breaking with certain combinations.
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' adds even more limits than ''Oblivion'', but also adds [[LanguageOfMagic Thu'um]] [[MakeMeWannaShout Shouts]]
to the final boss mix. Shouts are essentially pre-combined (and typically very powerful) spell effects which do not cost [[{{Mana}} Magicka]] to use like true spells. There are 27 Shouts to learn, in addition to 140+ spells, in ''Skyrim'' and one shot him.
*** Even in later games where you can't make a potion that improves your potion making, you can make a potion that improves your item enchanting and enchant an item to improves your potion making and do it over and over until you have insanely powerful enchantments.
both major DLC expansions.
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* ''VideoGame/PathOfExile'' features an absolutely massive SkillForest with over ''1300'' nodes for passive boosts; as you build your way through the passive skill tree you gain more and more choices for what to put your next skill point into. And then there's the active skills, which you gain access to by buying skill gems and [[SocketedEquipment slotting them into your equipment]]. Oh, and those skill gems can be augmented by support gems that augment whatever active skill gems they're linked to.

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* ''VideoGame/PathOfExile'' features an absolutely massive SkillForest passive skill TechTree with over ''1300'' nodes for passive boosts; as you build your way through the passive skill tree you gain more and more choices for what to put your next skill point into. And then there's the active skills, which you gain access to by buying skill gems and [[SocketedEquipment slotting them into your equipment]]. Oh, and those skill gems can be augmented by support gems that augment whatever active skill gems they're linked to.
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* ''VideoGame/PathOfExile'' features an absolutely massive SkillForest with over ''1300'' nodes for passive boosts; as you build your way through the passive skill tree you gain more and more choices for what to put your next skill point into. And then there's the active skills, which you gain access to by buying skill gems and [[SocketedEquipment slotting them into your equipment]]. Oh, and those skill gems can be augmented by support gems that augment whatever active skill gems they're linked to.
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* ''VideoGame/EtrianOdyssey'' gives each class a wide variety of skills that they can put their hard-earned [[SkillScoresAndPerks skill points]] into. Unfortunately, this wide variety, combined with how rare skill points are (each character only earns one per level), means that it's all too easy to screw up your characters' builds and end up with a bunch of [[MasterOfNone Masters of None]] or otherwise-suboptimal combatants. Sure, you can give a character a SkillPointReset, but depending on the game they can lose anywhere from two to five levels that are ''not'' easy to grind back up, meaning that you must make a careful judgement about whether the lost levels will be worth the respec. All this in a game series that's already NintendoHard if you do make wise choices for your characters' builds.
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* ''VideoGame/EtrianOdyssey'' gives each class a wide variety of skills that they can put their hard-earned [[SkillScoresAndPerks skill points]] into. Unfortunately, this wide variety, combined with how rare skill points are (each character only earns one per level), means that it's all too easy to screw up your characters' builds and end up with a bunch of [[MasterOfNone Masters of None]] or otherwise-suboptimal combatants. Sure, you can give a character a SkillPointReset, but depending on the game they can lose anywhere from two to five levels that are ''not'' easy to grind back up, meaning that you must make a careful judgement about whether the lost levels will be worth the respec. All this in a game that's already NintendoHard even if you do make wise choices for your characters' builds.

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* ''VideoGame/EtrianOdyssey'' gives each class a wide variety of skills that they can put their hard-earned [[SkillScoresAndPerks skill points]] into. Unfortunately, this wide variety, combined with how rare skill points are (each character only earns one per level), means that it's all too easy to screw up your characters' builds and end up with a bunch of [[MasterOfNone Masters of None]] or otherwise-suboptimal combatants. Sure, you can give a character a SkillPointReset, but depending on the game they can lose anywhere from two to five levels that are ''not'' easy to grind back up, meaning that you must make a careful judgement about whether the lost levels will be worth the respec. All this in a game series that's already NintendoHard even if you do make wise choices for your characters' builds.
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* ''VideoGame/EtrianOdyssey'' gives each class a wide variety of skills that they can put their hard-earned [[SkillScoresAndPerks skill points]] into. Unfortunately, this massive variety, combined with how rare skill points are (each character only earns one per level), means that it's all too easy to screw up your characters' builds and end up with a bunch of [[MasterOfNone Masters of None]] or otherwise-suboptimal combatants. Sure, you can give a character a SkillPointReset, but depending on the game they can lose anywhere from two to five levels that are ''not'' easy to grind back up, meaning that you must make a careful judgement about whether the lost levels will be worth the respec.

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* ''VideoGame/EtrianOdyssey'' gives each class a wide variety of skills that they can put their hard-earned [[SkillScoresAndPerks skill points]] into. Unfortunately, this massive wide variety, combined with how rare skill points are (each character only earns one per level), means that it's all too easy to screw up your characters' builds and end up with a bunch of [[MasterOfNone Masters of None]] or otherwise-suboptimal combatants. Sure, you can give a character a SkillPointReset, but depending on the game they can lose anywhere from two to five levels that are ''not'' easy to grind back up, meaning that you must make a careful judgement about whether the lost levels will be worth the respec. All this in a game that's already NintendoHard even if you do make wise choices for your characters' builds.
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* ''VideoGame/EtrianOdyssey'' gives each class a wide variety of skills that they can put their hard-earned [[SkillScoresAndPerks skill points]] into. Unfortunately, this massive variety, combined with how rare skill points are (each character only earns one per level), means that it's all too easy to screw up your characters' builds and end up with a bunch of [[MasterOfNone Masters of None]] or otherwise-suboptimal combatants. Sure, you can give a character a SkillPointReset, but depending on the game they can lose anywhere from two to five levels that are ''not'' easy to grind back up, meaning that you must make a careful judgement about whether the lost levels will be worth the respec.

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* ''Franchise/KamenRider'':
** The franchise flirted with it for a few years. The Heisei Riders are often {{Swiss Army Hero}}es with MultiformBalance, but ''Series/KamenRiderDecade'' could {{Power Copy|ing}} and take on ''any'' of their forms, plus his own SuperMode.

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* ''Franchise/KamenRider'':
** The franchise flirted with it for a few years. The Heisei Riders are often
Modern ''Franchise/KamenRider'' series relies heavily on {{Swiss Army Hero}}es with MultiformBalance, but and can fall into this when the hero is given more forms than they know what to do with.
**
''Series/KamenRiderDecade'' could {{Power Copy|ing}} and take on ''any'' alternate form of their forms, the previous Riders,[[note]]Well, maybe not "any"; JokeCharacter and SuperMode forms were generally excluded.[[/note]] plus his own SuperMode.



** ''Series/KamenRiderFourze'' dialed this back by giving him a large ''arsenal'' but not anything combinable. Fourze could still qualify, if you consider that his belt has four slots (each representing one of his limbs), each possessing ten options, meaning he has just shy of '''''10,000''''' combinations[[note]]There's a single matched pair that throws off the count slightly[[/note]], and his SuperMode can [[AllYourPowersCombined combine the traits of two weapons]], such as [[MacrossMissileMassacre Launcher]] plus [[KillItWithIce Freeze]] producing a freeze missile launcher.

to:

** ''Series/KamenRiderFourze'' dialed this back by giving him a large ''arsenal'' but not anything combinable. Fourze He could still qualify, if you consider that his belt has four slots (each representing one of his limbs), each possessing ten weapon options, meaning he has just shy of '''''10,000''''' combinations[[note]]There's '''10,000''' combinations;[[note]]There's a single matched pair that throws off the count slightly[[/note]], and slightly[[/note]] or over '''''14,500''''' if you count not equipping any weapon in a slot. Further, his SuperMode can [[AllYourPowersCombined combine the traits of two weapons]], weapons]] that share a slot, such as [[MacrossMissileMassacre Launcher]] plus [[KillItWithIce Freeze]] producing a freeze missile launcher.launcher.
** After the franchise scaled back for a few years after ''Fourze'', ''Series/KamenRiderGhost'' brought it back in the same vein as ''Decade'', having ten alternate forms of his own, with the potential for more if he borrows them from the other Riders or if you count promotional ones from tie-ins.
** ''Series/KamenRiderBuild'' takes ''Double'''s two-slot format and ramps it up. The series hasn't even started yet as of this writing, and we're looking at a double-digit number of options per slot; putting the combinations in the hundreds.
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[[folder: Fan Works]]
* ''Fanfic/ShinobiTheRPG'' where Daisuke's ability to create new jutsu on the fly creates this.
[[/folder]]
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Italics fix.


** 'Series/KamenRiderFourze'' dialed this back by giving him a large ''arsenal'' but not anything combinable. Fourze could still qualify, if you consider that his belt has four slots (each representing one of his limbs), each possessing ten options, meaning he has just shy of '''''10,000''''' combinations[[note]]There's a single matched pair that throws off the count slightly[[/note]], and his SuperMode can [[AllYourPowersCombined combine the traits of two weapons]], such as [[MacrossMissileMassacre Launcher]] plus [[KillItWithIce Freeze]] producing a freeze missile launcher.

to:

** 'Series/KamenRiderFourze'' ''Series/KamenRiderFourze'' dialed this back by giving him a large ''arsenal'' but not anything combinable. Fourze could still qualify, if you consider that his belt has four slots (each representing one of his limbs), each possessing ten options, meaning he has just shy of '''''10,000''''' combinations[[note]]There's a single matched pair that throws off the count slightly[[/note]], and his SuperMode can [[AllYourPowersCombined combine the traits of two weapons]], such as [[MacrossMissileMassacre Launcher]] plus [[KillItWithIce Freeze]] producing a freeze missile launcher.
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* ''EternalDarkness'': To a lesser extent, as it uses a similar system -- combination -- but has fewer runes.

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* ''EternalDarkness'': ''VideoGame/EternalDarkness'': To a lesser extent, as it uses a similar system -- combination -- but has fewer runes.
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* ''VideoGame/AtelierSophieTheAlchemistOfTheMysteriousBook:'' ItemCrafting ingredients belong to classes (e.g. Plant, Animal, Ore, Secret Power), and have Traits (e.g. Quality Up, Critical, Speed. There are dozens more). Ingredients can belong to more than one class (e.g. animal fur belongs to Animal and Thread) and can have up to three Traits. Traits come in different strengths and can be combined to form more powerful versions of those Traits. You can craft your first and second level ingredients to make higher level items with greatly varying attributes (e.g. a metal with high attack powers for making weapons, and the same metal with high defence powers for making armour). The whole process is not conceptually hard, but you'll probably need to keep a pen and paper handy to keep track of everything.

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Copied over indentation fix from Kamen Rider


* ''Franchise/KamenRider'' flirted with this for a few years. The Heisei Riders are often {{Swiss Army Hero}}es with MultiformBalance, but ''Series/KamenRiderDecade'' could {{Power Copy|ing}} and take on ''any'' of their forms, plus his own SuperMode. After him, ''Series/KamenRiderDouble'' could mix-and-match his powers, two slots by three options each, for nine forms plus some {{Super Mode}}s. Then ''Series/KamenRiderOOO'' had ''three'' slots by ''five'' options each for '''125''' forms, before his own SuperMode and additional promotional powersets. Thankfully, ''Series/KamenRiderFourze'' dialed this back by giving him a large ''arsenal'' but not anything combinable.
** Fourze could still qualify, if you consider that his belt has four slots (each representing one of his limbs), each possessing ten options, meaning he has just shy of '''''10,000''''' combinations[[note]]There's a single matched pair that throws off the count slightly[[/note]], and his SuperMode can [[AllYourPowersCombined combine the traits of two weapons]], such as [[MacrossMissileMassacre Launcher]] plus [[KillItWithIce Freeze]] producing a freeze missile launcher.

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* ''Franchise/KamenRider'' ''Franchise/KamenRider'':
** The franchise
flirted with this it for a few years. The Heisei Riders are often {{Swiss Army Hero}}es with MultiformBalance, but ''Series/KamenRiderDecade'' could {{Power Copy|ing}} and take on ''any'' of their forms, plus his own SuperMode. After him, SuperMode.
**
''Series/KamenRiderDouble'' could mix-and-match his powers, two slots by three options each, for nine forms plus some {{Super Mode}}s. Then Mode}}s.
**
''Series/KamenRiderOOO'' had ''three'' slots by ''five'' options each for '''125''' forms, before his own SuperMode and additional promotional powersets. Thankfully, ''Series/KamenRiderFourze'' powersets.
** 'Series/KamenRiderFourze''
dialed this back by giving him a large ''arsenal'' but not anything combinable.
**
combinable. Fourze could still qualify, if you consider that his belt has four slots (each representing one of his limbs), each possessing ten options, meaning he has just shy of '''''10,000''''' combinations[[note]]There's a single matched pair that throws off the count slightly[[/note]], and his SuperMode can [[AllYourPowersCombined combine the traits of two weapons]], such as [[MacrossMissileMassacre Launcher]] plus [[KillItWithIce Freeze]] producing a freeze missile launcher.
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Corrected spelling mistakes


** And then there is alchemy. Each ingredient has from 2 to 4 (mostly 4) possible effects, you can combine 2-4 of them for a potion (the potion will have any effect shared by 2 or more ingredients) which brings a huge amount of possibilities, only negated in Morrowind by being only able to use potions on yourself. Upped in Oblivion where you can create "poisons" and apply them to weapon.
** Morrowind allowed for literal exponential potential. Try making a potion of improve alchemy, then another, then 3492348 more, buying the 1G ingredients, and occasionally selling a 394389G potion. Then make an enchanting potion, and give yourself a suit of armor that gives you virtually unlimited of every stat, renders you totally invisible, etc. Then enjoy he ending cutscene when you teleport to the final boss and one shot him.

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** And then there is alchemy. Each ingredient has from 2 to 4 (mostly 4) possible effects, you can combine 2-4 of them for a potion (the potion will have any effect shared by 2 or more ingredients) which brings a huge amount of possibilities, only negated in Morrowind by being only able to use potions on yourself. Upped in Oblivion where you can create "poisons" and apply them to weapon.
weapons.
** Morrowind allowed for literal exponential potential. Try making a potion of improve alchemy, then another, then 3492348 more, buying the 1G ingredients, and occasionally selling a 394389G potion. Then make an enchanting potion, and give yourself a suit of armor that gives you virtually unlimited of every stat, renders you totally invisible, etc. Then enjoy he the ending cutscene when you teleport to the final boss and one shot him.
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* The ''FreedomForce'' games offer highly customizable powers, but it doesn't reach the level of frustration described here: A single character generally only has half dozen at most.

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* The ''FreedomForce'' ''VideoGame/FreedomForce'' games offer highly customizable powers, but it doesn't reach the level of frustration described here: A single character generally only has half dozen at most.
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A few levels later, you are the SquishyWizard equivalent of {{MacGyver}} and have a spell for every situation, effect or possibility. Or a weapon, or a tool, or a shiny rock made from lifeforce. One of the reasons for LinearWarriorsQuadraticWizards.

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A few levels later, you are the SquishyWizard equivalent of {{MacGyver}} Series/MacGyver and have a spell for every situation, effect or possibility. Or a weapon, or a tool, or a shiny rock made from lifeforce. One of the reasons for LinearWarriorsQuadraticWizards.
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* ''GuildWars'' suffers a bit from this, as there's the same types of spell -- basic poison remove, basic status recovery, etc. -- in each expansion pack. The expansion packs were also stand alone games though, so they had to make sure someone who just picked up one of the expansions and it alone still had access to some of the basic effects.

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* ''GuildWars'' ''VideoGame/GuildWars'' suffers a bit from this, as there's the same types of spell -- basic poison remove, basic status recovery, etc. -- in each expansion pack. The expansion packs were also stand alone games though, so they had to make sure someone who just picked up one of the expansions and it alone still had access to some of the basic effects.



* ''{{Magicka}}'': Essentially the main point of the game. You are given 8 different elements and can combine them up to five times to create different spells. You also choose how the power is released -- casting on yourself, your weapon, the area around you, an arc in front of you, or in a blast in front of you. You get all of these by the end of the tutorial, and without mana, the only limitation is that combining certain elements (lightning and water, for example) tends to blow up in your face and how fast you can cast the spell before dying.
* ''MapleStory'' went from four starting classes to ''ten'', and the first five of the ten classes has at least two [[PrestigeClass independent branches]] as it develops.

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* ''{{Magicka}}'': ''VideoGame/{{Magicka}}'': Essentially the main point of the game. You are given 8 different elements and can combine them up to five times to create different spells. You also choose how the power is released -- casting on yourself, your weapon, the area around you, an arc in front of you, or in a blast in front of you. You get all of these by the end of the tutorial, and without mana, the only limitation is that combining certain elements (lightning and water, for example) tends to blow up in your face and how fast you can cast the spell before dying.
* ''MapleStory'' ''VideoGame/MapleStory'' went from four starting classes to ''ten'', and the first five of the ten classes has at least two [[PrestigeClass independent branches]] as it develops.



* ''{{Scribblenauts}}'' is like this to an extent. You have literally anything in the game's dictionary at your disposal, up to the limit on the number of objects imposed by your object bar. The ''player'' is the one who figures out new ways of doing stuff--the first time you try shooting your space shuttle or your mech with your shrink ray opens up a whole world of new solutions. Many are redundant, however.

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* ''{{Scribblenauts}}'' ''VideoGame/{{Scribblenauts}}'' is like this to an extent. You have literally anything in the game's dictionary at your disposal, up to the limit on the number of objects imposed by your object bar. The ''player'' is the one who figures out new ways of doing stuff--the first time you try shooting your space shuttle or your mech with your shrink ray opens up a whole world of new solutions. Many are redundant, however.



* Obscure PS1 RPG ''VideoGame/ShadowMadness'' has this bad. Despite a level cap of 15 the game has the requisite number of spells expected of a JRPG of the era which means that characters often gain 3 or 4 per level, combined with the games awful menu not really describing what any of them do and a generally obtuse naming scheme it becomes nearly impossible to suss out what spells are actually worth using without taking notes.

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* Obscure PS1 RPG ''VideoGame/ShadowMadness'' has this bad. Despite a level cap of 15 the game has the requisite number of spells expected of a JRPG of the era which means that characters often gain 3 or 4 per level, combined with the games awful menu not really describing what any of them do and a generally obtuse naming scheme it becomes nearly impossible to suss out what spells are actually worth using without taking notes.
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* ''VideoGame/XenobladeChroniclesX'': While at first your arts and weapons are limited by the class you're currently in, your original "Drifter" class can use the arts of ''any'' other class that you've mastered, meaning that eventually you'll be able to mix-and-match nearly every art in the game. Oh, and when you master all the classes in a particular branch of the class tree, you can also equip the class-specific weapons in any other class, allowing for hundreds of potential configurations.

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* ''VideoGame/XenobladeChroniclesX'': While at first your arts and weapons are limited by the class you're currently in, your original "Drifter" any class can use the arts of ''any'' other class that you've mastered, mastered alongside 2-5 of your known skills, meaning that eventually you'll be able to mix-and-match nearly every art and skill in the game. Want to stack two health increasers on the SquishyWizard class? Easily done! Oh, and when you master all the classes in a particular branch of the class tree, you can also equip the class-specific weapons in any other class, allowing for hundreds of potential configurations.configurations (216 counting just weapons x master classes).
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* ''VideoGame/XenobladeChroniclesX'': While at first your arts and weapons are limited by the class you're currently in, your original "Drifter" class can use the arts of ''any'' other class that you've mastered, meaning that eventually you'll be able to mix-and-match nearly every art in the game. Oh, and when you master all the classes in a particular branch of the class tree, you can also equip the class-specific weapons in any other class, allowing for hundreds of potential configurations.

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