History Main / PowerEqualsRarity

9th Nov '16 7:56:40 AM Morgenthaler
Is there an issue? Send a Message


** Indeed all [[BadAss apex predators]] are always very thin on the ground and thrive when their numbers are such that small prey animals on the scale of mice would be considered on the brink of extinction. Subverted by [[TheHorde humans]], if only because we're [[ExtremeOmnivore not so picky with our food]].

to:

** Indeed all [[BadAss apex predators]] predators are always very thin on the ground and thrive when their numbers are such that small prey animals on the scale of mice would be considered on the brink of extinction. Subverted by [[TheHorde humans]], if only because we're [[ExtremeOmnivore not so picky with our food]].
28th Oct '16 1:18:05 PM ZombieAladdin
Is there an issue? Send a Message


** Mega Evolution is a SuperMode that a select few Pokémon species can access which grants powerful stats, abilities and otherwise would make them absurd {{Game Breaker}}s. However, there are a few limitations: For one, the Pokémon usually needs the appropriate Mega Stone to Mega Evolve and the trainer needs a Key Stone to activate it. In-Universe, both items are in extremely short supply, thus only a very select few trainers even have access to this sort of power boost (the player characters, rivals, champions and evil team leaders).

to:

** Mega Evolution is a SuperMode that a select few Pokémon species can access which grants powerful stats, abilities and otherwise would make them absurd {{Game Breaker}}s. However, there are a few limitations: For one, the Pokémon usually needs the appropriate Mega Stone to Mega Evolve and the trainer needs a Key Stone to activate it. In-Universe, both items are in extremely short supply, thus only a very select few trainers even have access to this sort of power boost (the player characters, rivals, champions and evil team leaders). Also, only one Mega Evolution is allowed per team.
28th Oct '16 12:22:58 PM ZombieAladdin
Is there an issue? Send a Message

Added DiffLines:

* While there has always been a positive correlation between effectiveness and rarity in the ''TabletopGame/{{Pokemon}} Trading Card Game'', it was at its most blatant in [[VideoGame/PokemonBlackAndWhite Generation V]], in which there would be a card of a Pokémon in Uncommon or Rare, and then a card of that same Pokémon in the same set at Holo-Rare that's superior in every way. The designers weren't even trying to hide it: These superior Pokémon were always illustrated with a sparkle of light somewhere on its body (usually an [[TwinkleinTheEye eye]] or a [[TwinkleSmile tooth]]).
18th Oct '16 9:34:59 PM harharhar
Is there an issue? Send a Message

Added DiffLines:

** Magic's SpinOff game, ''Magic The Gathering VideoGame/PuzzleQuest'', is pretty bad at this. Rare and mythic cards tend to be abusively far more powerful than common and uncommons, and quite a few of those rares/mythics [[BribingYourWayToVictory cannot be obtained in-game]] despite being legal.
30th Sep '16 11:40:17 PM Deathhacker
Is there an issue? Send a Message

Added DiffLines:

* ''TabletopGame/{{Warhammer40000}} has a case of this in-universe with anything of use in the Imperium; most powerful weapons or vehicles were relics from the Great Crusade or older, and with the general superstition and the Adeptus Mechanicus's paranoia about inventing new things, much of these relics have either been irrecoverably destroyed or lost. Thus some insanely powerful weapons are only wielded by the most venerated and powerful individuals, making their appearances on the battlefield a rare sight to behold. The most infamous of these is the Corvus, Sammael's personal Jetbike and reported the last of it's kind; however even in documented cases of it being destroyed beyond repair, the Corvus always returns to service, leading to some to suspect that the Dark Angels are intentionally keeping it a rarity for some reason.
10th Sep '16 11:49:22 AM Discar
Is there an issue? Send a Message


* A {{Justified}} example in ''Literature/TheWayOfKings'' in the case of Shardblades and Shardplate. Both are ludicrously powerful {{Magitek}}, but nobody now remembers how to make them and there are a very limited number (such that a single Shard is worth enough to buy you a small country).

to:

* ''Literature/TheStormlightArchive''): A {{Justified}} example in ''Literature/TheWayOfKings'' in the case of Shardblades and Shardplate. Both are ludicrously powerful {{Magitek}}, but nobody now remembers how to make them and there are a very limited number (such that a single Shard is worth enough to buy you a small country).
20th Aug '16 5:48:02 PM nombretomado
Is there an issue? Send a Message


*** Notably averted in the famous "War of the Lance" campaign for the DragonLance setting: it is possible for the party to come into possession of four Orbs of Dragonkind over the course of the campaign. Since each one is an incredibly powerful artifact, this has the potential to be a real MontyHaul campaign; on the other hand, they all do the same thing.

to:

*** Notably averted in the famous "War of the Lance" campaign for the DragonLance Literature/DragonLance setting: it is possible for the party to come into possession of four Orbs of Dragonkind over the course of the campaign. Since each one is an incredibly powerful artifact, this has the potential to be a real MontyHaul campaign; on the other hand, they all do the same thing.
16th Aug '16 4:53:44 AM Morgenthaler
Is there an issue? Send a Message


* In ''WarhammerFantasyRoleplay'', all magic items are pretty much unique due to time and labour expenditure involved in their creation: Rules for crafting 'generic' magic weapons appears in the Winds of Magic splatbook, where only dwarves can do it and it takes ''years'' of off-time to make a single one (and tradition forbids runesmiths from mass producing or making more than one of any particular magic weapon: Only one runesmith ever did it and was stuck with the epithet 'The Mad' for having performed such blasphemy). Even nonmagical weapons and armour tend to be rarer the more powerful they are, but in most cases it's justified by these being cutting-edge and not yet having entered mass production, or simply being unavailable for civilian purchase. Higher-quality versions of regular equipment are also harder to acquire, due to having been hand-crafted.

to:

* In ''WarhammerFantasyRoleplay'', ''TabletopGame/WarhammerFantasyRoleplay'', all magic items are pretty much unique due to time and labour expenditure involved in their creation: Rules for crafting 'generic' magic weapons appears in the Winds of Magic splatbook, where only dwarves can do it and it takes ''years'' of off-time to make a single one (and tradition forbids runesmiths from mass producing or making more than one of any particular magic weapon: Only one runesmith ever did it and was stuck with the epithet 'The Mad' for having performed such blasphemy). Even nonmagical weapons and armour tend to be rarer the more powerful they are, but in most cases it's justified by these being cutting-edge and not yet having entered mass production, or simply being unavailable for civilian purchase. Higher-quality versions of regular equipment are also harder to acquire, due to having been hand-crafted.



* Warhammer bases its army selection system on this trope. A player selects their army from their race's army list, which divides all the available troops, war engines, monsters etc. into three categories - Core Units, Special Units and Rare Units - and assigns points values to each entry based on how powerful it is. A player's army must contain at least 25% of its total value from the Core section, and cannot contain any more than 50% from Special and 25% from Rare. Character models - individual heroes, wizards, priests etc. - are likewise divided into two ranks - Heroes and Lords - and an army can have no more than 25% of its total points value spent on each.
* WorldOfWarcraft TCG veered towards this also in its later years. Whereas at common you have an Ally which cost 6 and has 6 attack and 5 health with no other ability, at rare and epic said ally that costs 6 with better attack AND health plus helpful ability. Like MagicTheGathering, the limited format is generally the reason why these discrepancies exist.

to:

* Warhammer ''TabletopGame/{{Warhammer}}'' bases its army selection system on this trope. A player selects their army from their race's army list, which divides all the available troops, war engines, monsters etc. into three categories - Core Units, Special Units and Rare Units - and assigns points values to each entry based on how powerful it is. A player's army must contain at least 25% of its total value from the Core section, and cannot contain any more than 50% from Special and 25% from Rare. Character models - individual heroes, wizards, priests etc. - are likewise divided into two ranks - Heroes and Lords - and an army can have no more than 25% of its total points value spent on each.
* WorldOfWarcraft ''VideoGame/WorldOfWarcraft'' TCG veered towards this also in its later years. Whereas at common you have an Ally which cost 6 and has 6 attack and 5 health with no other ability, at rare and epic said ally that costs 6 with better attack AND health plus helpful ability. Like MagicTheGathering, the limited format is generally the reason why these discrepancies exist.
18th Jun '16 11:49:57 PM nombretomado
Is there an issue? Send a Message


* Played with in the LegendOfTheFiveRings CCG. While it is true that there are powerful rares, several of the most powerful cards in the history of the game actually were only available from ''starter packs as fixed cards''. These generally include the [[AsskickingEqualsAuthority Clan Champion]] as well as goodies like the [[InfinityPlusOneSword Clan Swords]]. While you could certainly argue cost effectiveness, some of the biggest and baddest characters in the settings have been only available as a fixed card (ie always present in that starter) in their clan's starter packs.

to:

* Played with in the LegendOfTheFiveRings ''TabletopGame/LegendOfTheFiveRings'' CCG. While it is true that there are powerful rares, several of the most powerful cards in the history of the game actually were only available from ''starter packs as fixed cards''. These generally include the [[AsskickingEqualsAuthority Clan Champion]] as well as goodies like the [[InfinityPlusOneSword Clan Swords]]. While you could certainly argue cost effectiveness, some of the biggest and baddest characters in the settings have been only available as a fixed card (ie always present in that starter) in their clan's starter packs.
19th Apr '16 10:04:14 AM kome360
Is there an issue? Send a Message


* DiabloIII: Ancient-tier equipment has a slightly higher power boost than regular Legendary-tier equipment. Full gear sets are extremely hard to complete but make up for it with an ''average 400% DPS increase''. Combine the two with other rare Legendaries with special abilities and you'll be unstoppable.



* DiabloIII: Ancient-tier equipment has a slightly higher power boost than regular Legendary-tier equipment. Full gear sets are extremely hard to complete but make up for it with an ''average 400% DPS increase''. Combine the two with other rare Legendaries with special abilities and you'll be unstoppable.
This list shows the last 10 events of 157. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.PowerEqualsRarity