History Main / OneManParty

16th Jan '17 4:25:35 AM mogryo
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** Ness's power boost depends on two factors, not being at too high a level, since the new system rewrites future levelling to much more substantial, and non killing off too many of the Flying Mans (since you pretty much end up racking up huge amounts of experience in the process through repeated trials, and also it probably does something to ability growth). This is the result of playing two different games, the second with heavy grinding and killing off Flying Man, and the first with low levels and and beating the Magicant boss with no Flying Man used. The death of Flying Man seemed to accelerate level speed, but the difference was something like 300 hp at level 90.
15th Jan '17 11:28:38 AM nombretomado
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* ''AgeOfWonders'' is a turn based strategy game in which you take over cities, build up vast armies, summon magical monsters, recruit heroes etc. It's entirely possible to beat the game using only a single unit. In campaign your leader (and as many heroes as you can squeeze in) appears in every mission, ''and'' retains the XP he's already amassed, so by later missions he's a powerhouse of a fourth-tier-unit level, if not stronger.
* ''ShiningForce'' plays this trope straight, with healers being maybe an exception, as they gain EXP when healing allies. Though they have pretty slow movement which can leave them too behind if you rush with all your damage dealers.

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* ''AgeOfWonders'' ''VideoGame/AgeOfWonders'' is a turn based strategy game in which you take over cities, build up vast armies, summon magical monsters, recruit heroes etc. It's entirely possible to beat the game using only a single unit. In campaign your leader (and as many heroes as you can squeeze in) appears in every mission, ''and'' retains the XP he's already amassed, so by later missions he's a powerhouse of a fourth-tier-unit level, if not stronger.
* ''ShiningForce'' ''VideoGame/ShiningForce'' plays this trope straight, with healers being maybe an exception, as they gain EXP when healing allies. Though they have pretty slow movement which can leave them too behind if you rush with all your damage dealers.
20th Dec '16 5:52:17 AM Morgenthaler
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* Until ''VideoGame/PokemonBlackAndWhite'' implemented AntiGrinding, ''the'' [[GameBreaker most effective]] single-player play style in ''Franchise/{{Pokemon}}'' was to fight exclusively with one Pokémon until it was dozens of levels higher than anyone else. The damage formula[[note]]Attack, Defense, and HP are mostly proportional to level. Damage done is also proportional to level itself. This means the relative strength of two differently-leveled Pokémon is approximately the ratio of their levels ''to the fourth power'', and that's without accounting for an increased movepool. Experience Points are only proportional to level to the third power.[[/note]] and [[TurnBasedCombat binary speed stat]] mean a severely overleveled Pokémon will almost always go first, knock out most opponents in one hit, and take negligible damage on the rare occasion they're hit. Even a [[ElementalRockPaperScissors type disadvantage]] is easily surmounted by a wide move pool or [[ScissorsCutsRock brute force]]. Add in a few [[UtilityPartyMember HM Mules]], and you're set for the whole game. This is so effective and naturally occurring that ''LetsPlay/TwitchPlaysPokemon'', which took almost a whole day to ''go past a ledge'', had a Pidgeot rapidly gain so many more levels that it can curb-stomp almost everything, even when moves are effectively selected at random with only half of them being able to do damage.

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* Until ''VideoGame/PokemonBlackAndWhite'' implemented AntiGrinding, ''the'' [[GameBreaker most effective]] single-player play style in ''Franchise/{{Pokemon}}'' was to fight exclusively with one Pokémon until it was dozens of levels higher than anyone else. The damage formula[[note]]Attack, Defense, and HP are mostly proportional to level. Damage done is also proportional to level itself. This means the relative strength of two differently-leveled Pokémon is approximately the ratio of their levels ''to the fourth power'', and that's without accounting for an increased movepool. Experience Points are only proportional to level to the third power.[[/note]] and [[TurnBasedCombat binary speed stat]] mean a severely overleveled Pokémon will almost always go first, knock out most opponents in one hit, and take negligible damage on the rare occasion they're hit. Even a [[ElementalRockPaperScissors type disadvantage]] is easily surmounted by a wide move pool or [[ScissorsCutsRock brute force]]. Add in a few [[UtilityPartyMember HM Mules]], and you're set for the whole game. This is so effective and naturally occurring that ''LetsPlay/TwitchPlaysPokemon'', which took almost a whole day to ''go past a ledge'', had a Pidgeot rapidly gain so many more levels that it can curb-stomp almost everything, even when moves are effectively selected at random with only half of them being able to do damage.



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20th Dec '16 5:46:21 AM Morgenthaler
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** ''VideoGame/DragonQuestIX'' does the same, plus the XP split is weighted in favor of the stronger characters. If someone falls behind because their class needs more XP to level up than another guy's, they're not going to start catching up until the others start hitting the level cap.
* ''DragonQuestV'': Many of your party members either start underleveled, are taken away for long periods of time, or have hidden level caps that basically make the undroppable hero the strongest in most cases. You can only have eight party members at once, four fighting and four in the wagon, and those in the back (which can include the hero) don't get experience for fights that happen in places where you can't take the wagon (i.e., most dungeons).
** DragonQuestVI averts this somewhat, in that all eight party members gain experience from fights all the time, be they in the wagon or not. Leveling up vocations depends on the number of level-appropriate battles the character has been through (including the wagon).

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** * ''VideoGame/DragonQuestIX'' does the same, plus the XP split is weighted in favor of the stronger characters. If someone falls behind because their class needs more XP to level up than another guy's, they're not going to start catching up until the others start hitting the level cap.
* ''DragonQuestV'': ''VideoGame/DragonQuestV'': Many of your party members either start underleveled, are taken away for long periods of time, or have hidden level caps that basically make the undroppable hero the strongest in most cases. You can only have eight party members at once, four fighting and four in the wagon, and those in the back (which can include the hero) don't get experience for fights that happen in places where you can't take the wagon (i.e., most dungeons).
** DragonQuestVI * ''VideoGame/DragonQuestVI'' averts this somewhat, in that all eight party members gain experience from fights all the time, be they in the wagon or not. Leveling up vocations depends on the number of level-appropriate battles the character has been through (including the wagon).
12th Dec '16 1:43:30 PM OmegaKross
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* ''AgeOfWonders'' is a turn based strategy game in which you take over cities, build up vast armies, summon magical monsters, recruit heroes etc. It's entirely possible to beat the game using only a single unit.
** This is a rather poor example as it can be done with 1) Any unit, and 2) Is generally more exploiting AI flaws then anything.
** No, really. In campaign your leader (and as many heroes as you can squeeze in) appears in every mission, ''and'' retains the XP he's already amassed, so by later missions he's a powerhouse of a fourth-tier-unit level, if not stronger.

to:

* ''AgeOfWonders'' is a turn based strategy game in which you take over cities, build up vast armies, summon magical monsters, recruit heroes etc. It's entirely possible to beat the game using only a single unit.
** This is a rather poor example as it can be done with 1) Any unit, and 2) Is generally more exploiting AI flaws then anything.
** No, really.
unit. In campaign your leader (and as many heroes as you can squeeze in) appears in every mission, ''and'' retains the XP he's already amassed, so by later missions he's a powerhouse of a fourth-tier-unit level, if not stronger.
30th Oct '16 12:04:13 PM thatother1dude
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* Until ''VideoGame/PokemonBlackAndWhite'' implemented AntiGrinding, ''the'' [[GameBreaker most effective]] single-player play style in ''Franchise/{{Pokemon}}'' was to fight exclusively with one Pokémon until it was dozens of levels higher than anyone else. The damage formula[[note]]Attack, Defense, and HP are mostly proportional to level. Damage is also proportional to level itself. This means the relative strength of two differently-leveled Pokémon is approximately the ratio of their levels ''to the fourth power'', and that's without accounting for an increased movepool. Experience Points are only proportional to level to the third power.[[/note]] and [[TurnBasedCombat binary speed stat]] mean a severely overleveled Pokémon will almost always go first, knock out most opponents in one hit, and take negligible damage on the rare occasion they're hit. Even a [[ElementalRockPaperScissors type disadvantage]] is easily surmounted by a wide move pool or [[ScissorsCutsRock brute force]]. Add in a few [[UtilityPartyMember HM Mules]], and you're set for the whole game. This is so effective and naturally occurring that ''LetsPlay/TwitchPlaysPokemon'', which took almost a whole day to ''go past a ledge'', had a Pidgeot rapidly gain so many more levels that it can curb-stomp almost everything, even when moves are effectively selected at random with only half of them being able to do damage.

to:

* Until ''VideoGame/PokemonBlackAndWhite'' implemented AntiGrinding, ''the'' [[GameBreaker most effective]] single-player play style in ''Franchise/{{Pokemon}}'' was to fight exclusively with one Pokémon until it was dozens of levels higher than anyone else. The damage formula[[note]]Attack, Defense, and HP are mostly proportional to level. Damage done is also proportional to level itself. This means the relative strength of two differently-leveled Pokémon is approximately the ratio of their levels ''to the fourth power'', and that's without accounting for an increased movepool. Experience Points are only proportional to level to the third power.[[/note]] and [[TurnBasedCombat binary speed stat]] mean a severely overleveled Pokémon will almost always go first, knock out most opponents in one hit, and take negligible damage on the rare occasion they're hit. Even a [[ElementalRockPaperScissors type disadvantage]] is easily surmounted by a wide move pool or [[ScissorsCutsRock brute force]]. Add in a few [[UtilityPartyMember HM Mules]], and you're set for the whole game. This is so effective and naturally occurring that ''LetsPlay/TwitchPlaysPokemon'', which took almost a whole day to ''go past a ledge'', had a Pidgeot rapidly gain so many more levels that it can curb-stomp almost everything, even when moves are effectively selected at random with only half of them being able to do damage.
16th Oct '16 10:37:29 AM nombretomado
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* ''FinalFantasyTactics'' by the Tactics Ogre team does something similar -- your party is limited to 5 characters max, but your available pool is 16 (24 in the [[UpdatedRerelease PSP port]]). The result is that you level up 5 characters (to replace them with overpowered {{NPC}}s that join you later) and let the second stringers do the text-based missions at the bar the entire game.

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* ''FinalFantasyTactics'' ''VideoGame/FinalFantasyTactics'' by the Tactics Ogre team does something similar -- your party is limited to 5 characters max, but your available pool is 16 (24 in the [[UpdatedRerelease PSP port]]). The result is that you level up 5 characters (to replace them with overpowered {{NPC}}s that join you later) and let the second stringers do the text-based missions at the bar the entire game.



** In ''FinalFantasyTacticsAdvance'' it was entirely possible for an Assassin, due to her GameBreaker status, to become one of these without trying very hard. The Assassin has access to an attack called "Last Breath", a One-Hit KO spells. Like most spells of its kind, it is supposed to be balanced by its low accuracy. However, it is fairly easy to have an Assassin level as an Archer until it learns the Concentrate ability. Concentrate is a support ability that raises the accuracy of all abilities (Even non-archer ones) to around a 90-99% success rate. As you might be able to guess, Concentrate is nerfed into a much more moderate increase in the sequel.
** ''FinalFantasyTacticsA2'' has the Viera build with the Spellblade's Blood Price ability, Red Mage's Doublecast, and Summoner's wide area of effect spells, wearing Holy-absorbing armor. With the right positioning, this lets a single character cast Maduin, one of the most practical damaging spells in the game, on multiple enemies, with no mana cost, while healing themselves, TWICE IN ONE TURN. And this is one of their many options. They can also cast any other Red Magic or Summon spell you give them, essentially making them the team healer, damage dealer, buffer, and long range attacker. The only thing they can't do is tank, but even that isn't impossible when they can cast Regen, Protect, Shell, Reflect and learn the ability Reflex, which makes them immune to normal attacks, and can equip Ribbons to protect them from StandardStatusEffects.

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** In ''FinalFantasyTacticsAdvance'' ''VideoGame/FinalFantasyTacticsAdvance'' it was entirely possible for an Assassin, due to her GameBreaker status, to become one of these without trying very hard. The Assassin has access to an attack called "Last Breath", a One-Hit KO spells. Like most spells of its kind, it is supposed to be balanced by its low accuracy. However, it is fairly easy to have an Assassin level as an Archer until it learns the Concentrate ability. Concentrate is a support ability that raises the accuracy of all abilities (Even non-archer ones) to around a 90-99% success rate. As you might be able to guess, Concentrate is nerfed into a much more moderate increase in the sequel.
** ''FinalFantasyTacticsA2'' ''VideoGame/FinalFantasyTacticsA2'' has the Viera build with the Spellblade's Blood Price ability, Red Mage's Doublecast, and Summoner's wide area of effect spells, wearing Holy-absorbing armor. With the right positioning, this lets a single character cast Maduin, one of the most practical damaging spells in the game, on multiple enemies, with no mana cost, while healing themselves, TWICE IN ONE TURN. And this is one of their many options. They can also cast any other Red Magic or Summon spell you give them, essentially making them the team healer, damage dealer, buffer, and long range attacker. The only thing they can't do is tank, but even that isn't impossible when they can cast Regen, Protect, Shell, Reflect and learn the ability Reflex, which makes them immune to normal attacks, and can equip Ribbons to protect them from StandardStatusEffects.
15th Oct '16 9:27:01 PM nombretomado
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* ''FinalFantasyCrystalChronicles: My Life as a King'' suffers from this a bit, as the difficulty level of the dungeons goes up quite fast, and any weaker characters tend to get left in the dust.

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* ''FinalFantasyCrystalChronicles: ''VideoGame/FinalFantasyCrystalChronicles: My Life as a King'' suffers from this a bit, as the difficulty level of the dungeons goes up quite fast, and any weaker characters tend to get left in the dust.
18th Aug '16 7:31:52 PM HeroicJay
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* Due to the party make-up mechanics in ''VideoGame/FinalFantasyIV'', [[TheHero Cecil's]] transformation (and accompanying level reset) [[HeelFaceTurn into a paladin]] was likely an attempt to avert this, as otherwise he'd likely get a dozen or so levels above the rest of the party without trying hard and stay there.
** Inverted if you attempt to level him before the class change -- he won't be any stronger after the class change, but his experience count is never reset, and new (or rejoining) characters are leveled based on his XP. Yang can be powerful enough to one-shot entire fights with a single Kick.

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* Due to the party make-up mechanics in ''VideoGame/FinalFantasyIV'', [[TheHero Cecil's]] transformation (and accompanying level reset) [[HeelFaceTurn into a paladin]] was likely an attempt to avert this, as otherwise he'd likely get a dozen or so levels above the rest of the party without trying hard and stay there.
** Inverted if you attempt to level him before the class change -- he won't be any stronger after the class change, but his
''VideoGame/FinalFantasyIV'' does split experience count is never reset, and new (or rejoining) among active party members, but using Cecil as a one-man party early on will come back to bite you when he class changes into a level 1 Paladin. That said, though, all party members you have ever had but aren't in the active party get the same amount of LeakedExperience as your active party members, so creative level grinding can affect characters are leveled based on his XP. Yang can be powerful enough to one-shot entire fights with a single Kick.you get early but leave, such as Kain.
24th Jul '16 6:26:56 PM infernape612
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** In Fortress mode, armies are frequently made up of [[RedShirt random peasants with little combat experience]], but occasionally the RandomNumbersGod will see fit to bless you by sending a veteran warrior among this season's immigrants, who'll be multiple levels ahead of anyone else. Fortunately, the update that introduced this trope was also the one that comprehensively overhauled the combat mechanics and made systematically TrainingThePeacefulVillagers considerably easier.

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** In Fortress mode, armies are frequently made up of [[RedShirt random peasants with little combat experience]], but occasionally the RandomNumbersGod RandomNumberGod will see fit to bless you by sending a veteran warrior among this season's immigrants, who'll be multiple levels ahead of anyone else. Fortunately, the update that introduced this trope was also the one that comprehensively overhauled the combat mechanics and made systematically TrainingThePeacefulVillagers considerably easier.



* While basically squad-based combat, the Arrival DLC of ''Videogame/{{MassEffect2}}'' plays this straight, with Shepard undertaking a mission to break Admiral Hackett's friend out of a Batarian prison. Mooks highlight this with exclamations such as "We can't stop him!" or "He's tearing us apart!"

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* While basically squad-based combat, the Arrival DLC of ''Videogame/{{MassEffect2}}'' ''VideoGame/MassEffect2'' plays this straight, with Shepard undertaking a mission to break Admiral Hackett's friend out of a Batarian prison. Mooks highlight this with exclamations such as "We can't stop him!" or "He's tearing us apart!"
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