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The problem with this is simple: while a sufficiently trained individual ''can'' turn almost any weapon into a lethal tool of destruction, standard-issue weapons are standard-issue because they ''work'', [[BoringButPractical and work well]], with a minimum of training, and are thus more worth the time than the bizarre and the extraordinary. Furthermore, while exotic weapons might give inexperienced opponents difficulty because of their unfamiliarity with the mechanics of the weapon, the difference is more than made up at [[SkillGateCharacter higher skill levels]], where the limitations of a weapon become much more significant. Such weapons are often rare because they aren't practical for mass production or usage. Even if they are an effective weapon, [[ImprobableUseOfAWeapon don't expect to see them used properly]]. But of course, RuleOfCool prevails.

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The problem with this is simple: while a sufficiently trained individual ''can'' turn almost any weapon into a lethal tool of destruction, standard-issue weapons are standard-issue because they ''work'', [[BoringButPractical and work well]], with a minimum of training, and are thus more worth the time than the bizarre and the extraordinary. Furthermore, while exotic weapons might give inexperienced opponents difficulty because of their unfamiliarity with the mechanics of the weapon, the difference is more than made up at [[SkillGateCharacter [[SkillGateCharacters higher skill levels]], where the limitations of a weapon become much more significant. Such weapons are often rare because they aren't practical for mass production or usage. Even if they are an effective weapon, [[ImprobableUseOfAWeapon don't expect to see them used properly]]. But of course, RuleOfCool prevails.
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* ImprobableWeaponUser
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* WhipItGood
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* FightingWithChucks

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One of the most obvious ways to mark an individual as noteworthy, badass, or just apart from the crowd in fiction, especially in video games and action stories, is to give them an extraordinary weapon. [[ProfessionalKiller Assassins]] and blademasters often are given truly bizarre melee weapons, notable protagonists in settings with firearms are equipped with unusual and RareGuns. The logic behind this is simple but faulty -- if a weapon is [[PowerEqualsRarity harder to acquire]] or more [[DifficultButAwesome difficult to learn to use]], it goes, it must be worth the extra time and effort to acquire one and train with it.

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One of the most obvious ways to mark an individual as noteworthy, badass, or just apart from the crowd in fiction, especially in video games and action stories, is to give them an extraordinary weapon. [[ProfessionalKiller Assassins]] and blademasters often are given truly bizarre melee weapons, notable protagonists in settings with firearms are equipped with unusual and RareGuns.rare guns. The logic behind this is simple but faulty -- if a weapon is [[PowerEqualsRarity harder to acquire]] or more [[DifficultButAwesome difficult to learn to use]], it goes, it must be worth the extra time and effort to acquire one and train with it.



* RareGuns

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* BattleBoomerang



* PrecisionGuidedBoomerang
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* ImpossiblyCoolWeapon, for the LogicalExtreme

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Edited the occasionally justified section to account for systems where a regular sword is exotic


Occasionally justified in systems where everybody is using the wrong weapons, or the right weapons in the wrong way. Using a weapon designed for the situation at hand would both give the user a potentially massive advantage, and seem like an exotic weapon.

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Occasionally justified in systems where everybody is using the wrong weapons, or the right weapons in the wrong way. Also sometimes justified in a system where everybody is already using exotic weapons.

Using a weapon designed for the situation at hand would both give the user a potentially massive advantage, and seem like an exotic weapon.
weapon.

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Occasionally justified in systems where everybody is using the wrong weapons, or the right weapons in the wrong way. Using a weapon designed for the situation at hand would both give the user a potentially massive advantage, and seem like an exotic weapon.
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One of the most obvious ways to mark an individual as noteworthy, badass, or just apart from the crowd in fiction, especially in video games and action stories, is to make them an ImprobableWeaponUser. [[ProfessionalKiller Assassins]] and blademasters often are given truly bizarre melee weapons, notable protagonists in settings with firearms are equipped with unusual and RareGuns. The logic behind this is simple but faulty -- if a weapon is [[PowerEqualsRarity harder to acquire]] or more [[DifficultButAwesome difficult to learn to use]], it goes, it must be worth the extra time and effort to acquire one and train with it.

The problem with this is simple: while a sufficiently trained individual ''can'' turn almost any weapon into a lethal tool of destruction, standard-issue weapons are standard-issue because they ''work'', [[BoringButPractical and work well]], with a minimum of training, and are thus more worth the time than the bizarre and the extraordinary. Furthermore, while exotic weapons might give inexperienced opponents difficulty because of their unfamiliarity with the mechanics of the weapon, the difference is more than made up at [[SkillGateCharacter higher skill levels]], where the limitations of a weapon become much more significant. Such weapons are often rare because they aren't practical for mass production or usage. Even if they are an effective weapon, [[ImprobableUseOfAWeapon don't expect to see them used properly]].

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One of the most obvious ways to mark an individual as noteworthy, badass, or just apart from the crowd in fiction, especially in video games and action stories, is to make give them an ImprobableWeaponUser.extraordinary weapon. [[ProfessionalKiller Assassins]] and blademasters often are given truly bizarre melee weapons, notable protagonists in settings with firearms are equipped with unusual and RareGuns. The logic behind this is simple but faulty -- if a weapon is [[PowerEqualsRarity harder to acquire]] or more [[DifficultButAwesome difficult to learn to use]], it goes, it must be worth the extra time and effort to acquire one and train with it.

The problem with this is simple: while a sufficiently trained individual ''can'' turn almost any weapon into a lethal tool of destruction, standard-issue weapons are standard-issue because they ''work'', [[BoringButPractical and work well]], with a minimum of training, and are thus more worth the time than the bizarre and the extraordinary. Furthermore, while exotic weapons might give inexperienced opponents difficulty because of their unfamiliarity with the mechanics of the weapon, the difference is more than made up at [[SkillGateCharacter higher skill levels]], where the limitations of a weapon become much more significant. Such weapons are often rare because they aren't practical for mass production or usage. Even if they are an effective weapon, [[ImprobableUseOfAWeapon don't expect to see them used properly]].
properly]]. But of course, RuleOfCool prevails.
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Badass is no longer a trope.


One of the most obvious ways to mark an individual as noteworthy, {{Badass}}, or just apart from the crowd in fiction, especially in video games and action stories, is to make them an ImprobableWeaponUser. [[ProfessionalKiller Assassins]] and blademasters often are given truly bizarre melee weapons, notable protagonists in settings with firearms are equipped with unusual and RareGuns. The logic behind this is simple but faulty -- if a weapon is [[PowerEqualsRarity harder to acquire]] or more [[DifficultButAwesome difficult to learn to use]], it goes, it must be worth the extra time and effort to acquire one and train with it.

to:

One of the most obvious ways to mark an individual as noteworthy, {{Badass}}, badass, or just apart from the crowd in fiction, especially in video games and action stories, is to make them an ImprobableWeaponUser. [[ProfessionalKiller Assassins]] and blademasters often are given truly bizarre melee weapons, notable protagonists in settings with firearms are equipped with unusual and RareGuns. The logic behind this is simple but faulty -- if a weapon is [[PowerEqualsRarity harder to acquire]] or more [[DifficultButAwesome difficult to learn to use]], it goes, it must be worth the extra time and effort to acquire one and train with it.
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The problem with this is simple: while a sufficiently trained individual ''can'' turn almost any weapon into a lethal tool of destruction, standard-issue weapons are standard-issue because they ''work'', [[BoringButPractical and work well]], with a minimum of training, and are thus more worth the time than the bizarre and the extraordinary. Furthermore, while exotic weapons might give inexperienced people difficulty because of their unfamiliarity with the mechanics of the weapon, the difference is more than made up at [[SkillGateCharacter higher skill levels]], where the limitations of a weapon become much more significant. Such weapons are often rare because they aren't practical for mass production or usage. Even if they are an effective weapon, [[ImprobableUseOfAWeapon don't expect to see them used properly]].

to:

The problem with this is simple: while a sufficiently trained individual ''can'' turn almost any weapon into a lethal tool of destruction, standard-issue weapons are standard-issue because they ''work'', [[BoringButPractical and work well]], with a minimum of training, and are thus more worth the time than the bizarre and the extraordinary. Furthermore, while exotic weapons might give inexperienced people opponents difficulty because of their unfamiliarity with the mechanics of the weapon, the difference is more than made up at [[SkillGateCharacter higher skill levels]], where the limitations of a weapon become much more significant. Such weapons are often rare because they aren't practical for mass production or usage. Even if they are an effective weapon, [[ImprobableUseOfAWeapon don't expect to see them used properly]].
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* WhipSword

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While the sword may have been rare in some early eras in history, it was hardly exotic with the exception of some eccentric blade or hilt designs. For example, swords were pretty rare in Europe during the migration period and early middle ages, which is partly why the Heroes Prefer Swords trope exists, but by the year 1000 they were common enough for most well-equipped soldiers to have one. If anything it was the sidearm of the period, like pistols are for soldiers whose main weapon is a rifle. It it a very versatile and useful weapon, and its main fault is that it is not as good at specific things as more specialized weapons, quite the opposite of Crippling Overspecialization which is the usual problem with exotic weapons.


The problem with this is simple: while a sufficiently trained individual ''can'' turn almost any weapon into a lethal tool of destruction, standard-issue weapons are standard-issue because they ''work'', [[BoringButPractical and work well]], with a minimum of training, and are thus more worth the time than the bizarre and the extraordinary. Furthermore, while exotic weapons might give inexperienced people difficulty because of their unfamiliarity with the mechanics of the weapon, the difference is more than made up at [[SkillGateCharacter higher skill levels]], where the limitations of a weapon become much more significant.

A prime Real Life example of this comes with the sword in western society. It was considered a nobleman's weapons for two reasons. Firstly, because they are more expensive to make. And secondly, because while pretty much anyone can pick up an axe or a club and hit someone over the head with it, using a sword effectively requires training that only the wealthy, or at the very least professional soldiers (which there weren't all that many of in ancient times) could afford.
It may have once been that knights were better equipped than the men-at-arms under them, but especially in modern-day stories such notions are mostly out of place. Exotic weapons are, well, exotic, because they aren't practical for mass production or usage. Even if they are an effective weapon, [[ImprobableUseOfAWeapon don't expect to see them used properly]].

to:

The problem with this is simple: while a sufficiently trained individual ''can'' turn almost any weapon into a lethal tool of destruction, standard-issue weapons are standard-issue because they ''work'', [[BoringButPractical and work well]], with a minimum of training, and are thus more worth the time than the bizarre and the extraordinary. Furthermore, while exotic weapons might give inexperienced people difficulty because of their unfamiliarity with the mechanics of the weapon, the difference is more than made up at [[SkillGateCharacter higher skill levels]], where the limitations of a weapon become much more significant.

A prime Real Life example of this comes with the sword in western society. It was considered a nobleman's
significant. Such weapons for two reasons. Firstly, because they are more expensive to make. And secondly, because while pretty much anyone can pick up an axe or a club and hit someone over the head with it, using a sword effectively requires training that only the wealthy, or at the very least professional soldiers (which there weren't all that many of in ancient times) could afford.
It may have once been that knights were better equipped than the men-at-arms under them, but especially in modern-day stories such notions are mostly out of place. Exotic weapons are, well, exotic,
often rare because they aren't practical for mass production or usage. Even if they are an effective weapon, [[ImprobableUseOfAWeapon don't expect to see them used properly]].

Changed: 92

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added four potholes, hopefully not too many.


One of the most obvious ways to mark an individual as noteworthy, {{Badass}}, or just apart from the crowd in fiction, especially in video games and action stories, is to make them an ImprobableWeaponUser. [[ProfessionalKiller Assassins]] and blademasters often are given truly bizarre melee weapons, notable protagonists in settings with firearms are equipped with unusual and RareGuns. The logic behind this is simple but faulty -- if a weapon is harder to acquire or more difficult to learn to use, it goes, it must be worth the extra time and effort to acquire one and train with it.

The problem with this is simple: while a sufficiently trained individual ''can'' turn almost any weapon into a lethal tool of destruction, standard-issue weapons are standard-issue because they ''work'', and work well, with a minimum of training, and are thus more worth the time than the bizarre and the extraordinary. Furthermore, while exotic weapons might give inexperienced people difficulty because of their unfamiliarity with the mechanics of the weapon, the difference is more than made up at higher skill levels, where the limitations of a weapon become much more significant.

to:

One of the most obvious ways to mark an individual as noteworthy, {{Badass}}, or just apart from the crowd in fiction, especially in video games and action stories, is to make them an ImprobableWeaponUser. [[ProfessionalKiller Assassins]] and blademasters often are given truly bizarre melee weapons, notable protagonists in settings with firearms are equipped with unusual and RareGuns. The logic behind this is simple but faulty -- if a weapon is [[PowerEqualsRarity harder to acquire acquire]] or more [[DifficultButAwesome difficult to learn to use, use]], it goes, it must be worth the extra time and effort to acquire one and train with it.

The problem with this is simple: while a sufficiently trained individual ''can'' turn almost any weapon into a lethal tool of destruction, standard-issue weapons are standard-issue because they ''work'', [[BoringButPractical and work well, well]], with a minimum of training, and are thus more worth the time than the bizarre and the extraordinary. Furthermore, while exotic weapons might give inexperienced people difficulty because of their unfamiliarity with the mechanics of the weapon, the difference is more than made up at [[SkillGateCharacter higher skill levels, levels]], where the limitations of a weapon become much more significant.

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