History Main / PowerEqualsRarity

20th Aug '16 5:48:02 PM nombretomado
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*** 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.

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*** 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
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* 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.

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* 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.

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* 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
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* 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.

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* 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
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* 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.
19th Apr '16 10:03:04 AM kome360
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* 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.
2nd Apr '16 2:37:02 AM billybobfred
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** Dark Armed Dragon was actually upgraded from a Rare to a Secret Rare during localization, when UDE noticed that it was dominating the OCG metagame. Konami did ''not'' take this well.
29th Mar '16 4:13:00 PM Generality
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* The gonne (a prototype rifle) in ''Discworld/MenAtArms'' is self-invoking with this trope. It's so dangerous that, owing to the Discworld's BackgroundMagicField, it became sentient and ensured that nobody could survive to make another weapon that could rival it.
9th Mar '16 5:36:59 PM PDL
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** In ''[[VideoGame/PokemonBlackAndWhite Pokémon Black and White]]'', a number of ComMons can eventually become quite powerful, like [[GlassCannon Darmanitan]], which evolves from a common Pokémon found fairly early on, and [[MightyGlacier Gigalith]], the final form to this generation's answer to the ever-present-but-not-nearly-as-awesome Geodude.


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** 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).
8th Mar '16 1:55:42 PM PDL
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* Of Franchise/{{Kirby}}'s many many [[PowerCopying copy abilities]], there are at least two examples of that are extremely powerful, but are difficult to actually obtain: Hammer and U.F.O. The Hammer ability has always only been given by Bonkers, a hammer-welding Gorilla mini-boss. Hammer's moves do an insane amount of damage to enemies and can easily destroy certain barriers to secrets. The U.F.O is an ability that's only granted by a U.F.O enemy [[MetalSlime who is difficult to find and swallow]]. Not only is U.F.O Kirby always floating (which completely breaks all platforming segments), but [[SwissArmyWeapon it also has the powers of Beam, Laser and Spark all rolled into one convenient package]].
22nd Feb '16 8:26:18 PM Knight20
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