History Main / PaddedSumoGameplay

18th Apr '18 9:02:36 AM hubakon1368
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** Franchise/CrashBandicoot vs. Franchise/SpyroTheDragon were both proven [[SuperToughness capable of shrugging off billions of tons of force]], however they both lacked the offensive capability to land sufficient damage on each other. [[spoiler:Spyro wins since his [[SuperPoweredEvilSide dark form]] had access to [[DisintegratorRay Aether Breath]] which could destroy Crash at the atomic level.]]

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** Franchise/CrashBandicoot vs. Franchise/SpyroTheDragon goes on for some time since both combatants were both proven [[SuperToughness capable of shrugging off billions of tons of force]], however they both lacked the offensive capability to land sufficient damage on each other. [[spoiler:Spyro wins since his [[SuperPoweredEvilSide dark form]] had access to [[DisintegratorRay Aether Breath]] which could destroy Crash at the atomic level.]]
16th Apr '18 4:36:05 PM wrpen99
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* Similarly to the Magic example, VideoGame/{{Hearthstone}} has a meta based partially on this. "Aggro" decks are built around putting out as much damage as possible, and games with them rarely last too long, but "Control" decks are specifically designed around outlasting Aggro decks while building up their hand, minions, or game winning combos. Any two control decks can qualify, but the real winners here are a subset of control decks based around milling the opponents deck until they start taking fatigue damage while somehow returning cards to your own. A normal match is around 15 minutes, putting two control decks against eachother might draw it out between 30 and an hour, and two Fatigue Warriors will last until someone concedes.
12th Apr '18 12:46:44 PM hubakon1368
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** The Terminator vs. Robocop battle goes on for quite a bit before any of the two combatants display any noticeable damage. Downplayed in that they later do start bringing out their best (Robocop takes out explosive charges, and the Terminator wields a plasma rifle) which does result in some serious damage.
** Natsu vs. Ace goes on for quite some time due to combatants' abilities; Natsu has the [[GlassCannon speed and strength]] advantage and is both [[NoSell immune to fire]] and [[FeedItWithFire eats it to restore his energy]], while Ace has the [[StoneWall durability and endurance advantage]] and is also [[NoSell immune to fire]] and [[IntangibleMan can shift his body into flames to avoid most physical attacks]], turning their battle into a stalemate. It ultimately comes down [[spoiler:Natsu taking advantage of the fact Ace's [[ElementalShapeshifter fire form]] makes him extremely vulnerable to being eaten, forcing him to use his corporeal form more, and utilizing [[ShockAndAwe his lightning magic]], which Ace has no immunity against]].

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** The Terminator Franchise/{{Terminator}} vs. Robocop Franchise/{{Robocop}} battle goes on for quite a bit before any of the two combatants display any noticeable damage. Downplayed in that they later do start bringing out their best (Robocop takes out explosive charges, and the Terminator wields a plasma rifle) which does result in some serious damage.
damage. [[spoiler:Robocop emerges victorious as the hosts proved that he could survive the Terminator's weapons while at the same time the T-850 would take crippling damage from Robocop's futuristic weaponry.]]
** [[Manga/FairyTail Natsu Dragneel]] vs. Ace [[Manga/OnePiece Portgas D. Ace]] goes on for quite some time due to combatants' abilities; Natsu has the [[GlassCannon speed and strength]] advantage and is both [[NoSell immune to fire]] and [[FeedItWithFire eats it to restore his energy]], while Ace has the [[StoneWall durability and endurance advantage]] and is also [[NoSell immune to fire]] and [[IntangibleMan can shift his body into flames to avoid most physical attacks]], turning their battle into a stalemate. It ultimately comes down [[spoiler:Natsu taking advantage of the fact Ace's [[ElementalShapeshifter fire form]] makes him extremely vulnerable to being eaten, forcing him to use his corporeal form more, and utilizing [[ShockAndAwe his lightning magic]], which Ace has no immunity against]].against]].
** Franchise/CrashBandicoot vs. Franchise/SpyroTheDragon were both proven [[SuperToughness capable of shrugging off billions of tons of force]], however they both lacked the offensive capability to land sufficient damage on each other. [[spoiler:Spyro wins since his [[SuperPoweredEvilSide dark form]] had access to [[DisintegratorRay Aether Breath]] which could destroy Crash at the atomic level.]]
20th Feb '18 7:54:57 AM silentdrew
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* In ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' you start with an average of 80 health and weapons that do an average of 1-2 points of damage, and it only gets worse from there. Can be Subverted if you resort to Game Breakers though.
19th Dec '17 12:40:30 PM MBG
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* "AI-versus-AI" matches in ''VideoGame/{{Civilization}}'' will rarely last less than several hundred turns, due to the combination of NotPlayingFairWithResources on higher difficulties and ArtificialStupidity. Since it takes a lot less strategy to simply mass troops on your border than to organize an attack and both sides have functionally unlimited resources, this results in them endlessly massing armies and mashing them together.



* ''TabletopGame/DungeonsAndDragons'' 4th edition combat is often called "Padded Sumo" by its detractors, as health outstrips damage, many powers focus on moving enemies around, and your more exotic powers are most effective if used at the start of a fight (reducing the rest of the fight to basic attacks). The actual reason for this was fairly simple: characters have an encounter power, two at-will powers, and a daily power to start out with, and by paragon tier have 4 encounter powers, 3 dailies, and at least 3 utility powers, in addition to their two at-will powers. As such, to use every power at least once in a combat, low level combat would need to take at least three rounds, whereas at paragon tier, you needed 6 turns to use all your encounter powers and each at-will power once, and possibly throw in a daily power as well. Having more powers than you could conceivably use in combat was pointless.

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* ''TabletopGame/DungeonsAndDragons'' 4th edition combat is often called "Padded Sumo" by its detractors, as health outstrips damage, many powers focus on moving enemies around, and your more exotic powers are most effective if used at the start of a fight (reducing the rest of the fight to basic attacks). The actual reason for this was fairly simple: characters have an encounter power, two at-will powers, and a daily power to start out with, and by paragon tier have 4 encounter powers, 3 dailies, and at least 3 utility powers, in addition to their two at-will powers. As such, to use every power at least once in a combat, low level combat would need to take at least three rounds, whereas at paragon tier, you needed 6 turns to use all your encounter powers and each at-will power once, and possibly throw in a daily power as well. Having more powers than you could conceivably use in combat was pointless. (Detractors will point out that this means you always use all the same powers in every combat.)


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* "Goat Format" in ''TabletopGame/YuGiOh''. All the major mass-destruction cards had hit the banlist, the primary cards of the format were Scapegoat (summons four defensive Tokens) and Thousand-Eyes Restrict (blocks everything from attacking except itself), Traps and Flip Effects saw a resurgence, and some of the most popular cards were based on flipping cards facedown. The result was one of the slowest-paced formats in the game's history - which, ironically, has made it one of the most widely-played legacy formats, since it contrasts so heavily with a meta notorious for PowerCreep.
11th Dec '17 4:44:47 AM Cryoclaste
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* Pretty easy to do in ''{{Pokemon}}'' with two stall-heavy Mons, or if the battle has been going on for a while and Mons only have Struggle as their move left. Reaches ridiculous levels in [[GameBreaker Wobbuffet vs. Wobbuffet]] battles, where due to a lack of actual attacks beyond counterattacks means that they can only hit with Struggle, and their high HP (and very, very low attack power) means that winning with that will take a long, long time. And heaven help you if you both have Leftovers attached, which will easily heal more HP than Struggle will hurt you for...

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* Pretty easy to do in ''{{Pokemon}}'' ''Franchise/{{Pokemon}}'' with two stall-heavy Mons, or if the battle has been going on for a while and Mons only have Struggle as their move left. Reaches ridiculous levels in [[GameBreaker Wobbuffet vs. Wobbuffet]] battles, where due to a lack of actual attacks beyond counterattacks means that they can only hit with Struggle, and their high HP (and very, very low attack power) means that winning with that will take a long, long time. And heaven help you if you both have Leftovers attached, which will easily heal more HP than Struggle will hurt you for...
16th Oct '17 9:07:53 AM Saber15
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* In vanilla ''Videogame/XCOM2'', AlphaStrike is the prime strategy, and in the beginning many of your troops can be one-shot by flanking aliens. The "Beta Strike" modifier doubles the health of all units - XCOM and alien - but leaves damage untouched, meaning one must be much more careful about scouting ahead and crowd-control, because situations can rapidly spiral out of control.
31st Aug '17 12:36:56 AM rjd1922
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* ''SumotoriDreams'', as the page image illustrates. It's impossible to harm the opponent in any other way but pushing him off the platform. Considering the way the game's RagdollPhysics are rigged, much of the challenge is not falling off yourself while you're trying to do this.

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* ''SumotoriDreams'', ''VideoGame/SumotoriDreams'', as the page image illustrates. It's impossible to harm the opponent in any other way but pushing him off the platform. Considering the way the game's RagdollPhysics are rigged, much of the challenge is not falling off yourself while you're trying to do this.
31st Aug '17 12:36:23 AM rjd1922
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* Exaggerated and parodied in the "Monkey Combat" fight in ''VideoGame/EscapeFromMonkeyIsland''. Both fighters regenerate health too fast to kill each other through standard means, so you need to find an alternate way of winning. (It is an adventure game, after all.)

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* Exaggerated and parodied in the "Monkey Combat" "[[Franchise/MortalKombat Monkey Kombat]]" fight in ''VideoGame/EscapeFromMonkeyIsland''. Both fighters regenerate health too fast to kill each other through standard means, [[PuzzleBoss so you need to find an alternate way of winning. (It winning]]. It is an adventure game, AdventureGame, after all.)
27th Aug '17 4:40:07 AM jormis29
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* In the first edition of Tabletopgame/{{Shadowrun}}, body armor provided automatic successes to reduce incoming damage. It was fully possible, even common place, for someone to survive a hit from an assault cannon without taking any damage.
* ''{{Exalted}}'', at least in its second edition (pre-errata) suffers from this in spades. It's trivially easy to throw around one-hit kill attacks, sure, resulting in RocketTagGameplay if nothing is used to stop them... but it's also trivially easy to defend against any attack with a fixed-cost perfect defense. Once everyone is using an impossible-to-bypass suite of perfect defenses, the game changes from Rocket Tag to PaddedSumoGameplay, with no attack ever doing more than making the opponent pay a tiny amount of essence, the game's equivalent to MagicPoints. As a result, your essence pool is your ''real'' life meter, and victory is usually about making the enemy spend essence faster than you.

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* In the first edition of Tabletopgame/{{Shadowrun}}, ''TabletopGame/{{Shadowrun}}'', body armor provided automatic successes to reduce incoming damage. It was fully possible, even common place, for someone to survive a hit from an assault cannon without taking any damage.
* ''{{Exalted}}'', ''TabletopGame/{{Exalted}}'', at least in its second edition (pre-errata) suffers from this in spades. It's trivially easy to throw around one-hit kill attacks, sure, resulting in RocketTagGameplay if nothing is used to stop them... but it's also trivially easy to defend against any attack with a fixed-cost perfect defense. Once everyone is using an impossible-to-bypass suite of perfect defenses, the game changes from Rocket Tag to PaddedSumoGameplay, with no attack ever doing more than making the opponent pay a tiny amount of essence, the game's equivalent to MagicPoints. As a result, your essence pool is your ''real'' life meter, and victory is usually about making the enemy spend essence faster than you.
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