History Main / LimitedMoveArsenal

2nd Jun '16 7:19:15 AM REV6Pilot
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* ''VideoGame/DarkestDungeon'' heroes can only have four battle skills and four campfire respite skills available at any given time. You can only swap them outside of combat or camping.
13th Feb '16 4:18:38 PM Prfnoff
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* The ''SDGundamGGeneration'' series limited mecha to four attacks until ''G Generation Spirits'', which upped the number to six.

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* The ''SDGundamGGeneration'' ''VideoGame/SDGundamGGeneration'' series limited mecha to four attacks until ''G Generation Spirits'', which upped the number to six.



* [[EnforcedTrope Enforced]] in ''MagicTheGathering''. There are five colors of magic, and each one represents a philosophy or ideology and thus specializes in particular things. While it is possible to run a deck with all five colors, the result is CoolButInefficient, as the colors of mana you have on table will rarely match the color of the spells you have in hand. Until you get used to the {{metagame}}, it's much wiser to run decks of two colors or even one.

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* [[EnforcedTrope Enforced]] in ''MagicTheGathering''.''TabletopGame/MagicTheGathering''. There are five colors of magic, and each one represents a philosophy or ideology and thus specializes in particular things. While it is possible to run a deck with all five colors, the result is CoolButInefficient, as the colors of mana you have on table will rarely match the color of the spells you have in hand. Until you get used to the {{metagame}}, it's much wiser to run decks of two colors or even one.



* Invoker from ''Dota2'' is an incredibly versatile hero thanks to his ability to combine his standard abilities into new ones, possessing a whopping 11 active skills, surpassing the 4 skills that almost every other hero has. However, he can only store two at a time, and is restricted from invoking new abilities whenever he wants due to cooldown and mana cost. While this restriction diminishes as he gains levels, having and invoking the right spells at the right time and remembering the combination for his spell is key to playing Invoker successfully.

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* Invoker from ''Dota2'' ''VideoGame/{{Dota2}}'' is an incredibly versatile hero thanks to his ability to combine his standard abilities into new ones, possessing a whopping 11 active skills, surpassing the 4 skills that almost every other hero has. However, he can only store two at a time, and is restricted from invoking new abilities whenever he wants due to cooldown and mana cost. While this restriction diminishes as he gains levels, having and invoking the right spells at the right time and remembering the combination for his spell is key to playing Invoker successfully.
4th Jul '15 3:51:50 PM nombretomado
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* ''LegendOfMana'', with separate pools for combat maneuvers and special attacks.

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* ''LegendOfMana'', ''VideoGame/LegendOfMana'', with separate pools for combat maneuvers and special attacks.
17th May '15 4:49:18 AM DiamondWeapon
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Implementations vary. In some games, the player is forced to more or less permanently forget old skills to learn new ones. In others, the skills are just put away and may be "installed" and "uninstalled" at will, as if they were computer programs.

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Implementations vary. In some games, the player is forced to more or less permanently forget old skills to learn new ones. In others, the skills are just simply put away and may be "installed" and "uninstalled" at will, as if they were computer programs.
17th May '15 4:48:31 AM DiamondWeapon
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Implementations vary. In some games, the player is forced to more or less permanently forget old skills to learn new ones. In others, the skills are just put away and may be "installed" and "uninstalled" at will, as if they were computer programs.
12th May '15 1:27:00 PM nombretomado
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* GodHand gives the player a limited number of slots for Gene's moves. It can be increased by purchasing Items from the shop.

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* GodHand ''VideoGame/GodHand'' gives the player a limited number of slots for Gene's moves. It can be increased by purchasing Items from the shop.
4th Jan '15 9:27:21 PM grarrrg
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* ''VideoGame/FinalFantasyV'', with a system that probably formed the basis for the one in ''VideoGame/FinalFantasyTactics''.
* ''VideoGame/FinalFantasyIX'', with regards to passive skills.

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* ''Franchise/FinalFantasy'' does this a lot.
** ''[[VideoGame/FinalFantasyI I]]'' and ''[[VideoGame/FinalFantasyIII III]]'' had limited spell slots (III also restricting things based on Job).
**
''VideoGame/FinalFantasyV'', with a system that probably formed the basis for the one in ''VideoGame/FinalFantasyTactics''.
* ** ''[[VideoGame/FinalFantasyVIII VIII]]'' has limited command and passive slots (the abilities themselves gained from summons).
** ''[[VideoGame/FinalFantasyX2 X-2]]'' only lets you use the abilities of any one dresssphere at a time (with the ones you can switch to limited by plate you equip). Yeah, this is kind of ''Final Fantasy'''s CharacteristicTrope.
**
''VideoGame/FinalFantasyIX'', with regards to passive skills.skills.
** Then again, some of the games in the franchise avert this trope completely. ''VideoGame/FinalFantasyX'' and ''VideoGame/FinalFantasyXII'' allow every character to learn and equip every skill (with few exceptions), though X does allow one to equip only four weapon abilities each for offense and defense.
** ''[[VideoGame/FinalFantasyVII VII]]'' plays it straight at first, as you only have so many slots for Materia in your equipment. But late in the game when you have access to Master Materia you can easily have (nearly) every skill in the game on every character.



** The first game forces anything that isn't swinging your weapon into the RMB spell slot. Particularly annoying if you're playing a Sorcerer with a dozen spells to switch between. Carrying a staff with spell charges? That takes up the Spell slot too, even though you probably don't want to use it to hit people.
** The second game is a bit more lenient, as you can map most non-Passive skills to both the LMB and RMB. The game also lets one assign skills to quick keys (function keys F1-F8), but these only ready skills; actually activating them still requires a press of the slot's button.

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** The first game forces anything that isn't swinging your weapon into the RMB Right-Mouse-Button spell slot. Particularly annoying if you're playing a Sorcerer with a dozen spells to switch between. Carrying a staff with spell charges? That takes up the Spell slot too, even though you probably don't want to use it to hit people.
people. You can HotKey up to 4 skills on the Funtion keys, but you still need to 'click' to actually use them.
** The second game is a bit more lenient, as you can map most non-Passive skills to both the LMB Left-Mouse-Button and RMB. The game also lets one assign And can HotKey up to 16 skills to quick keys (function keys F1-F8), but these only ready skills; actually activating them still requires a press of (with the slot's button.expansion).



* ''Franchise/FinalFantasy'' does this a lot. In addition to the above ''[[VideoGame/FinalFantasyI I]]'' and ''[[VideoGame/FinalFantasyIII III]]'' had limited spell slots (III three also restricting thing based on job), ''[[VideoGame/FinalFantasyVII VII]]'' tied abilities to items (which in turn had slots dependent on equipment), ''[[VideoGame/FinalFantasyVIII VIII]]'' has limited command and passive slots (the abilities themselves gained from summons), and ''[[VideoGame/FinalFantasyX2 X-2]]'' only lets you use the abilities of any one dresssphere at a time (with the ones you can switch to limited by plate you equip). Yeah, this is kind of ''Final Fantasy'''s CharacteristicTrope.
** Then again, some of the games in the franchise avert this trope completely. ''VideoGame/FinalFantasyX'' and ''VideoGame/FinalFantasyXII'' allow every character to learn and equip every skill (with few exceptions), though X does allow one to equip only four weapon abilities each for offense and defense.
29th Sep '14 2:04:50 PM MrBadAxe
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* ''VideoGame/{{Diablo}}'' presents a somewhat annoying case, in that one can only have two skills ready at any one time. For passive skills like Paladin auras, this makes sense, but for normal attacks and spells it's very limiting. The game also lets one assign skills to quick keys, but these only ready skills, actually activating them requires a press of the slot's button.

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* ''VideoGame/{{Diablo}}'' presents a somewhat series:
** The first game forces anything that isn't swinging your weapon into the RMB spell slot. Particularly
annoying case, in that one if you're playing a Sorcerer with a dozen spells to switch between. Carrying a staff with spell charges? That takes up the Spell slot too, even though you probably don't want to use it to hit people.
** The second game is a bit more lenient, as you
can only have two map most non-Passive skills ready at any one time. For passive skills like Paladin auras, this makes sense, but for normal attacks to both the LMB and spells it's very limiting. RMB. The game also lets one assign skills to quick keys, keys (function keys F1-F8), but these only ready skills, skills; actually activating them still requires a press of the slot's button.button.
** The third game by default only lets you map certain skills to LMB, RMB, and 1-4 keys, though this can be disabled in the Options menu. You're still limited to one skill per category.
29th Sep '14 1:51:07 PM MrBadAxe
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* ''VideoGame/GuildWars2'' expands this to 10 skills. Slots 1-5 are automatically set depending on which weapon/weapons you have equipped. Slot 6 is a heal spell (3-4 options). Slots 7-9 are regular skills that can be learned with skill points (20-25 options). Slot 10 is an elite skill that requires many more skill points to learn (3-4 options)
26th Jul '14 6:11:34 AM TheJohns
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* Invoker from ''Dota2'' is an incredibly versatile hero thanks to his ability to combine his standard abilities into new ones, possessing a whopping 11 active skills, surpassing the 4 skills that almost every other hero has. However, he can only store two at a time, and is restricted from invoking new abilities whenever he wants due to cooldown and mana cost. While this restriction diminishes as he gains levels, having and invoking the right spells at the right time and remembering the combination for his spell is key to playing Invoker successfully.
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