History Main / KnowWhenToFoldEm

22nd Apr '17 6:56:20 AM GentlemensDame883
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* In ''VideoGame/XCOMLongWar'', unlike in vanilla ''VideoGame/XCOMEnemyUnknown'', not every mission is expected to be winnable; every now and then you will encounter missions that are just too tough and it's preferable to abort rather than risk a TotalPartyKill or, possibly worse, a PyrrhicVictory where you clear the mission but at the cost of wounded soldiers losing valuable Will and other stats. Fortunately, the new ability to retake countries back into the Council fold makes panic increase for doing so less punishing than in vanilla.
17th Apr '17 11:58:30 AM EDP
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** Also Colonel Neopard-- in his words "The mercenary that know when to quit is good for another mission!" [[spoiler: Subverted again,as he planted a bomb to destroy his target anyway. He had a contract and a reputation, after all...]].

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** Also Colonel Neopard-- in his words "The mercenary that know when to quit is good for another mission!" [[spoiler: Subverted again,as he planted a bomb to destroy his target anyway. He had a contract and a reputation, after all...]].]]



** Also The Raider knows when it's a good time to retreat.

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** Also The the Raider knows when it's a good time to retreat.retreat. This and his TimeMachine is what makes him ''really'' dangerous: as powerful as he is he can be defeated, but the moment the tide turns against him he'll run and, if possible, [[ResetButton alter some event before the fight to gain the advantage]].
** Duckburg's normal criminals know better than to fight or run when Paperinik catches them. This is a hold-over from the "classic" Paperinik stories, where Paperinik has crushed and humiliated enough of them that they'll just grab the evidence and give themselves up to the police when he shows up.
3rd Apr '17 5:36:40 PM nombretomado
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* Deconstructed in ''HunterXHunter'' with Killua, whose first instinct when he's certain he's facing a more powerful opponent is to run. Unfortunately, this proves to be more of a hindrance a lot of the time, as running isn't always an option, and with his tendency to underestimate himself, it ends up holding him back from going all-out. This provides a hilarious moment when he and Gon are trapped in a room by Nobunaga. With Nobunaga blocking the only way out of the room and being far too strong for the two of them to fight, they suddenly rush him...only to break down the walls of the room and flee. When Nobunaga runs out to look for them, Killua declares that they'll come out to face him...only to take Gon and flee the building while Nobunaga waits for them to show themselves. It's later subverted when it turns out this behavior is actually manipulation from his older brother Illumi, who is overbearingly protective of him. To ensure he never fights opponents stronger than himself, he planted a mind-controlling needle in his forehead that puts that instinct in his mind. Once Killua figures this out, he immediately removes the needle, and along with it, the crippling desire to run.

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* Deconstructed in ''HunterXHunter'' ''Manga/HunterXHunter'' with Killua, whose first instinct when he's certain he's facing a more powerful opponent is to run. Unfortunately, this proves to be more of a hindrance a lot of the time, as running isn't always an option, and with his tendency to underestimate himself, it ends up holding him back from going all-out. This provides a hilarious moment when he and Gon are trapped in a room by Nobunaga. With Nobunaga blocking the only way out of the room and being far too strong for the two of them to fight, they suddenly rush him...only to break down the walls of the room and flee. When Nobunaga runs out to look for them, Killua declares that they'll come out to face him...only to take Gon and flee the building while Nobunaga waits for them to show themselves. It's later subverted when it turns out this behavior is actually manipulation from his older brother Illumi, who is overbearingly protective of him. To ensure he never fights opponents stronger than himself, he planted a mind-controlling needle in his forehead that puts that instinct in his mind. Once Killua figures this out, he immediately removes the needle, and along with it, the crippling desire to run.
28th Mar '17 8:15:46 AM Ferot_Dreadnaught
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See also ScrewThisImOuttaHere; VillainExitStageLeft; OptOut; ISurrenderSuckers; GracefulLoser; IWillFightNoMoreForever; RunOrDie; SwitchOutMove; SensingYouAreOutmatched; TacticalWithdrawal. Contrast SunkCostFallacy, which this trope tries to avoid, and SurrenderBackfire. Compare/Contrast RageQuit; while both are about cutting their losses, RageQuit is more emotion-driven while Knowing when to Fold 'Em is strategically based.

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See also ScrewThisImOuttaHere; VillainExitStageLeft; OptOut; ISurrenderSuckers; GracefulLoser; IWillFightNoMoreForever; RunOrDie; SwitchOutMove; SensingYouAreOutmatched; TacticalWithdrawal. Contrast SunkCostFallacy, which this trope tries to avoid, and SurrenderBackfire. Compare/Contrast DirtyCoward and RageQuit; while both which are about cutting their losses, RageQuit is more emotion-driven while Knowing when to Fold 'Em is strategically based.
28th Mar '17 8:09:52 AM Spindriver
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The {{Determinator}}, if presented as a flaw, will rarely if ever know when to back down, even when it would be beneficial; a Determinator who refuses to back down from a hopeless battle and gets their ass kicked is a very common (and easy) way to show that the threats are getting bigger and that simple iron-willed resolve does absolutely nothing against someone who can jelly you in seconds and shrug off your very worst. A CombatPragmatist, however, thinks differently, and would see that sort of attitude as foolhardy; he'll fight as long as he can (and fights ''dirty''), but flees if in actual danger; quitting while they're ahead also sometimes happens, with the rationale usually being that they are not going to survive a prolonged fight and would be better off using a temporary advantage as a means of getting the hell out of there. Compare YouWereTryingTooHard, which is about situations where folding somehow causes you to win the pot.

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The {{Determinator}}, if presented as a flaw, flawed, will rarely if ever know when to back down, even when it would be beneficial; a Determinator who refuses to back down from a hopeless battle and gets their ass kicked is a very common (and easy) way to show that the threats are getting bigger and that simple iron-willed resolve does absolutely nothing against someone who can jelly you in seconds and shrug off your very worst. A CombatPragmatist, however, thinks differently, and would see that sort of attitude as foolhardy; he'll fight as long as he can (and fights ''dirty''), but flees if in actual danger; quitting while they're ahead also sometimes happens, with the rationale usually being that they are not going to survive a prolonged fight and would be better off using a temporary advantage as a means of getting the hell out of there. Compare YouWereTryingTooHard, which is about situations where folding somehow causes you to win the pot.
27th Mar '17 4:16:52 PM TheSinful
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* King Cold in ''[[https://www.fanfiction.net/s/11886818/6/Inheritance Inheritance]]'' leaves Earth after almost being defeated and all his generals being killed. It's implied he plans on returning but currently, the planet is more hassle than it's worth.
18th Mar '17 6:23:54 PM Ferot_Dreadnaught
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See also ScrewThisImOuttaHere; VillainExitStageLeft; OptOut; ISurrenderSuckers; GracefulLoser; IWillFightNoMoreForever; RunOrDie; SwitchOutMove; SensingYouAreOutmatched; TacticalWithdrawal. Contrast SunkCostFallacy, which this trope tries to avoid. Compare/Contrast RageQuit; while both are about cutting their losses, RageQuit is more emotion-driven while Knowing when to Fold 'Em is strategically based.

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See also ScrewThisImOuttaHere; VillainExitStageLeft; OptOut; ISurrenderSuckers; GracefulLoser; IWillFightNoMoreForever; RunOrDie; SwitchOutMove; SensingYouAreOutmatched; TacticalWithdrawal. Contrast SunkCostFallacy, which this trope tries to avoid.avoid, and SurrenderBackfire. Compare/Contrast RageQuit; while both are about cutting their losses, RageQuit is more emotion-driven while Knowing when to Fold 'Em is strategically based.
19th Feb '17 8:53:36 AM KillerClowns
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* This is the [[WordOfGod stated reason]] for Lord Brevon's absence in ''VideoGame/FreedomPlanet2'': thanks to the beating he received in [[VideoGame/FreedomPlanet the first game]], he decides that Avalice and the [[MineralMacGuffin Kingdom Stone]] simply aren't worth it when he already has an interstellar empire to rule.

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* This is the [[WordOfGod stated reason]] for Lord Brevon's absence in ''VideoGame/FreedomPlanet2'': thanks to the beating he received in [[VideoGame/FreedomPlanet the first game]], he decides that Avalice and the [[MineralMacGuffin Kingdom Stone]] simply aren't worth it risking another beating from [[ActionGirl Lilac]] when he already has an interstellar empire to rule.
18th Feb '17 11:28:26 PM BattleMaster
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* In ''Franchise/MassEffect'', quite a few instances where you avoid a fight via a Renegade or Paragon dialog choice are all about reminding the NPC of this trope, usually by reminding them of all the other people who were more dangerous than they are that you've already killed.
10th Feb '17 10:44:35 AM TheSinful
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* The World Government functionally gives up on trying to capture Vivi in ''Fanfic/ShinobiOfTheHighSeas'' by the TimeSkip as her connection to the Straw Hat Pirates isn't worth tangling with her captain (Naruto) who has escaped Kizaru twice, fought Aokiji to a draw, and [[spoiler:killed Akainu]].
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