Follow TV Tropes

Following

History Main / LinearWarriorsQuadraticWizards

Go To

OR

Is there an issue? Send a MessageReason:
None


** Replace "Wizard" and "Warrior" with "Anime Protagonist" and "[[MediaNotes/TheGoldenAgeOfAnimation Golden Age]] Cartoon", and you've got [[Recap/DeathBattleS08E16SaitamaVsPopeye Saitama VS Popeye]]. [[spoiler:Saitama is the WorldsStrongestMan and poster child for the ComedicInvincibleHero, but as an Anime Protagonist he's still somewhat bound by the laws of physics, while Popeye's ToonPhysics make him akin to a NighInvulnerable PhysicalGod, [[OutsideContextFoe unlike anything Saitama's ever faced before]] and on a completely different level to him. The fact that he even held his own in their fight proves Saitama's strength, but fighting him was ultimately [[ButForMeItWasATuseday another day at the races for Popeye]].]]

to:

** Replace "Wizard" and "Warrior" with "Anime Protagonist" and "[[MediaNotes/TheGoldenAgeOfAnimation Golden Age]] Cartoon", and you've got [[Recap/DeathBattleS08E16SaitamaVsPopeye Saitama VS Popeye]]. [[spoiler:Saitama is the WorldsStrongestMan and poster child for the ComedicInvincibleHero, but as an Anime Protagonist he's still somewhat bound by the laws of physics, while Popeye's ToonPhysics make him akin to a NighInvulnerable PhysicalGod, [[OutsideContextFoe [[OutsideContextProblem unlike anything Saitama's ever faced before]] and on a completely different level to him. The fact that he even held his own in their fight proves Saitama's strength, but fighting him was ultimately [[ButForMeItWasATuseday another day at the races for Popeye]].]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** In [[Recap/DeathBattleS10E03KilluaVSMisaka Killua vs Misaka]], [[spoiler:Killua is the warrior while Misaka is, ironically considering her [[ScienceVsMagic series dynamic]], the wizard. While Killua as a trained assassin is the better close-range fighter of the two and is physically stronger, his skillset is mostly limited to punching and directly shocking people while Misaka’s abilities as an Esper are much more varied with plenty of long-range options and destructive output that far surpass his strength. This, combined with her superior speed and electrical powers outclassing his several times over, gave Misaka the win as she could reasonably kill him at range long before he could close the distance long enough to overwhelm her, and with their [[AwesomeByAnalysis similar deductive abilities]] Killua likely couldn't outsmart her long enough to make up for it.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Replace "Wizard" and "Warrior" with "Anime Protagonist" and "[[MediaNotes/TheGoldenAgeOfAnimation Golden Age]] Cartoon", and you've got [[Recap/DeathBattleS08E16SaitamaVsPopeye Saitama VS Popeye]]. [[spoiler:Saitama is the WorldsStrongestMan and poster child for the ComedicInvincibleHero, but as an Anime Protagonist he's still somewhat bound by the laws of physics, while Popeye's ToonPhysics make him akin to a NighInvulnerable PhysicalGod, [[OutsideContextFoe unlike anything Saitama's ever faced before]] and on a completely different level to him. The fact that he even held his own in their fight proves Saitama's strength, but fighting him was ultimately [[ButForMeItWasATuseday another day at the races for Popeye]].]]
** [[Franchise/DragonBall Goku]] Vs Franchise/{{Superman}} is a fight [[BrokenBase so heavily contrasted]], [[Recap/DeathBattleS01E25GokuVsSuperman they had too]] [[Recap/DeathBattleS02E25GokuVsSuperman2 do it]] [[Recap/DeathBattleS10E15GokuVSSuperman three times.]] (and counting) [[spoiler:But it always ends the same way, Goku [[TookALevelInBadass takes level in badass]] [[SerialEsculation after level in badass]] but Superman is the InvincibleHero [[SuperPowerLottery to end all invincible heroes]].]]
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** In [[Recap/DEATHBATTLES09E09JamesBondVSJohnWick the duel]] between the {{Professional Killer}}s known as Franchise/JamesBond and Franchise/JohnWick, [[spoiler:the "Wizard" in this scenario is Bond. James Bond. In basically all physical aspects except for speed, in which Bond was deemed the superior, the two were more or less in a deadlock: while Wick has been shown to be a nigh-unstoppable {{determinator}} with immense physical strength, Bond has dealt with foes like that before. Both were expert sharpshooters, both had different forms of protection from bullets, and both had martial arts training in similar styles, but only Bond had something that could seal his opponent's fate: his gadgets. Due to the fact that Wick has never had to deal with anything like Bond's rocket launcher cigar or laser-firing watch, Bond is able to launch several surprise attacks on his foe, and the fight ends with Bond firing his watch's beam at a chandelier above, [[FallingChandelierOfDoom crushing Wick to death]].]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Averted in the original version of ''VideoGame/FinalFantasyXII'', Zig-zagged in ''The International Zodiac Job System''/''The Zodiac Age''. In the original version of the game, due to the entire license board being open to every character, everyone would end up with the same spells and same stats by game's end. IZJS changed the license board to lock certain licenses behind different job classes, and while some classes could access other classes' licenses, only a given class itself could access its best licenses. While some physical classes like the Knight or the Uhlan would be rapidly outpaced by the magic classes, and while every class has good levels of utility, one class stands above the others as a damage god, and that's the Ninja. Due to wielding weapons with a high combo rate coupled with high speed, the Ninja could rapidly string together several hits in a row in a single combo at a rate that none of the other classes would ever be able to match. To wit, the strategy to defeat [[MarathonBoss Yiazmat]] in under 15 minutes revolves around the use of the Ninja and their Yagyu Darkblade to utterly annihilate its HP bar.
Is there an issue? Send a MessageReason:
More concise


''Melee classes gain power at a linear rate as they level up. Magic users gain power quadratically as they level up.''

A quirk some VideoGame and especially TabletopRPG game systems share is that melee classes are more powerful, versatile or useful at lower levels than casters or magic-using classes. However, the trend reverses at higher levels, when the magic users gain a breadth of both versatility and pure power over simplistic hack and slash heroes.

to:

''Melee classes gain power at a linear rate as they level up. Magic users classes gain power quadratically as they level up.''

A quirk some VideoGame and especially TabletopRPG game systems share is that melee classes physical-ability-based [[ClassAndLevelSystem classes]] are more powerful, versatile or useful at lower levels than casters or magic-using classes. However, the trend reverses at higher levels, when the magic users gain a breadth of both have superior versatility and pure power over simplistic hack the "hack and slash heroes.
slash" types.



Yet the trend reverses at higher levels. As the trope name says, the power of a warrior is linear. It grows at a steady pace whose increase can be predicted by simple arithmetic. But a wizard's power is quadratic or even [[ExponentialPotential exponential]]: as it grows, the rate of growth also multiplies. Learning something such as a spell leads to multiple, often unpredictable, varieties of more things to learn, in a manner similar to how a single infected person can infect multiple people unpredictably, or how a WikiWalk on [[JustForFun/TVTropesWillRuinYourLife TV Tropes]] or Website/TheOtherWiki forces you to follow more links which lead to discovery of more varieties of knowledge and tropes which have lots of interesting links themselves that lead to more countless instances of discovering tropes, and so on. Thus, in the end wizards must at some point become the more powerful class. For example, while warriors are still stuck at physical hacking and slashing, wizards have discovered how to [[RealityWarper warp reality itself]].

to:

Yet the trend reverses at higher levels.eventually. As the trope name says, the power of a warrior is linear. It grows at a steady pace whose increase can be predicted by simple arithmetic. But a wizard's power is quadratic or even [[ExponentialPotential exponential]]: as it grows, the rate of growth also multiplies. Learning something such as a spell leads to multiple, often unpredictable, [[AbilityMixing spell combos]] and varieties of more things to learn, in a manner similar to how a single infected person can infect multiple people unpredictably, or how a WikiWalk on [[JustForFun/TVTropesWillRuinYourLife TV Tropes]] or Website/TheOtherWiki forces you to follow more links which lead to discovery of more varieties of knowledge and tropes which have lots of interesting links themselves that lead to more countless instances of discovering tropes, and so on. Thus, in the end wizards must at some point become the more powerful class. For example, while While warriors are still stuck at physical hacking and slashing, swingin swords, wizards have discovered how to [[RealityWarper warp reality itself]].



First off, the idea that warriors hit a development ceiling at some point. They hit the limits of human (or near-human) ability and can't bend physics any farther. Since warriors don't have magic, how is physical force supposed to beat, say, an intangible ghost or some supernatural baddie with the magical ability to ignore it? Basically, warriors can only be so fantastic, so even as they improve, those improvements mean less.

Secondly, in such a setting, there may be dozens if not hundreds of small-time mystic dabblers, but they quickly thin in numbers, only to resurface as potent adventuring wizards, culminating in the classic mystic powerhouse like [[Literature/TheLordOfTheRings Gandalf]] or [[TabletopGame/ForgottenRealms Elminster]], or the EvilSorcerer in the EvilTowerOfOminousness. Meanwhile, the [[Franchise/ConanTheBarbarian Conans]] and Literature/{{Beowulf}}s have the run of the place, being able to both solo and group. In essence, the mages study under the promise of a dull and complex path with great profits at the end.

Thirdly, there's more than a bit of WishFulfillment here. Gamers, and by extension game designers, tend to be nerds by definition. The notion that a wizard (generally something of a brainy bookworm) may start out weaker than the DumbMuscle, but surpass them entirely in the endgame, proving that knowledge is power that can modify the environment itself, thus making large muscles redundant in comparison? This account holds a lot of inherent appeal to them.

However, if this results from a development mistake, or enough complaints convince the author/programmer to change things, there are ways to limit the awesomeness of wizards. These include [[PowerAtAPrice restrictions on magic itself]], the two classic examples being the {{Mana}} mechanic or the even more restrictive VancianMagic. Both of these serve to cap how often a wizard can cast spells. [[ArmorAndMagicDontMix Preventing casting spells while wearing armour]] is another, though this is often partially countered by providing a range of protective magics that work much like normal armour ''only better'', but of course for a limited time. Other restrictions also exist; a common one is simply to make the wizard [[SquishyWizard Squishy]]. Others involve sanity and [[KarmaMeter corruption]] systems, or making the casting of a spell a tactically debilitating act.

to:

First off, the idea that warriors hit a development ceiling at some point. They hit the limits of human (or near-human) ability and can't bend physics any farther. Since warriors If you don't have magic, how is physical force supposed can you hope to beat, defeat, say, an intangible ghost or some supernatural baddie with the magical ability to ignore it? a MasterOfIllusion? Basically, warriors can only be so fantastic, so even as they improve, those improvements mean less.

Secondly, in such a setting, there it may be dozens if very difficult to even get started as a mage, requiring some sort of [[SuperpowerfulGenetics inherent gift]] or immense study. Additionally [[SquishyWizard your novice talents may not hundreds of small-time mystic dabblers, but they quickly thin in numbers, only to resurface as potent adventuring wizards, culminating in save you if trouble comes too soon]], further thinning the classic mystic powerhouse like [[Literature/TheLordOfTheRings Gandalf]] or [[TabletopGame/ForgottenRealms Elminster]], or the EvilSorcerer in the EvilTowerOfOminousness. herd. Meanwhile, billions of people throughout history have learned how to use weapons, and {{conscription}} armies are based on the theory that ''any'' able-bodied person could do it. Thus, the [[Franchise/ConanTheBarbarian Conans]] and Literature/{{Beowulf}}s have the run of the place, being able to place through both solo numbers and group. In essence, ease of recruitment, while the mages study under the promise of a dull are fewer and complex path with great profits at the end.

take longer to achieve results, but aim for greater profits.

Thirdly, there's more than a bit of WishFulfillment here. Gamers, and by extension game designers, tend to be nerds by definition. nerds. The notion that a wizard (generally something of a brainy bookworm) may start out weaker than the DumbMuscle, but surpass them entirely in the endgame, proving that knowledge is power that can modify the environment itself, thus making large muscles redundant in comparison? ultimate power? This account holds a lot of inherent appeal to them.

However, if If this results from a development mistake, trope is not desired by the game designers, or enough complaints convince the author/programmer them to change things, there are ways to limit the awesomeness of wizards. These include [[PowerAtAPrice restrictions on magic itself]], the two classic examples being the {{Mana}} mechanic or the even more restrictive VancianMagic. Both of these serve to cap how often a wizard can cast spells. [[ArmorAndMagicDontMix Preventing casting spells while wearing armour]] is another, though this is often partially countered by providing a range of protective magics that work much like normal armour ''only better'', but of course for a limited time. Other restrictions also exist; a common one is simply to make the wizard [[SquishyWizard Squishy]]. Others involve sanity and [[KarmaMeter corruption]] systems, or making the casting of a spell a tactically debilitating act.



Attempts to keep warriors' capabilities "normal" are far less prevalent in works of Eastern origin which are more likely to give their warriors CharlesAtlasSuperpower, and so the trope has weakened slightly in the minds of the younger generation. Other character types, such as the MagicKnight, the KungFuWizard, and practitioners of FullContactMagic, mingle both styles of fighting to their own advantage by either using magic to augment raw strength or training their physical abilities to "power up" their magical attacks.

to:

Attempts to keep warriors' capabilities "normal" are far less prevalent in works of Eastern East Asian origin which are more likely to give their warriors CharlesAtlasSuperpower, and so the trope has weakened slightly in the minds of the younger generation. Other character types, such as the MagicKnight, the KungFuWizard, and practitioners of FullContactMagic, mingle both styles of fighting to their own advantage by either using magic to augment raw strength or training their physical abilities to "power up" their magical attacks.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/{{Simutrans}}'', freight plays the "linear" role, while passengers and mail play the "quadratic" role. Moving freight is comparatively easy to start with and to make a profit on, as you simply connect point A to point B with rails and a suitable train (or road and trucks for shorter distances, or docks and ships over water, you get the idea); however, you may soon be limited by bottlenecks in the production chain when storages run dry (e.g. that oil well may not be productive enough to feed your power station) or fill up (e.g. that gas station in that little town may not be able to move gasoline as quickly as you could ship to it). On the other hand, you'll struggle to make a profit when your passenger network is small, but as you connect more cities and tourist traps to your network, your ridership will increase dramatically, as people who couldn't get where they wanted to go (and thus won't use your system) before are now able to. As another advantage, having a good passenger network encourages city growth, which spawns more industries and increase production chain efficiency when you go back to freight.

to:

* In ''VideoGame/{{Simutrans}}'', freight plays the "linear" role, while passengers and mail play the "quadratic" role. Moving freight is comparatively easy to start with and to make a profit on, as you simply connect point A to point B with rails and a suitable train (or road and trucks for shorter distances, or docks and ships over water, you get the idea); however, you may soon be limited by bottlenecks in the production chain when storages run dry (e.g. that oil well may not be productive enough to feed your power station) or fill up (e.g. that gas station in that little town may not be able to move gasoline as quickly as you could ship to it). On the other hand, you'll struggle to make a profit when your passenger network is small, but as you connect more cities and tourist traps to your network, your ridership will increase dramatically, as people who couldn't get where they wanted to go (and thus won't use your system) before are now able to. As another advantage, having a good passenger network encourages city growth, which increases ridership further, and which spawns more industries and increase production chain efficiency when you go back to freight.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/{{Simutrans}}'', freight plays the "linear" role, while passengers and mail play the "quadratic" role. Moving freight is comparatively easy to start with and to make a profit on, as you simply connect point A to point B with rails and a suitable train (or road and trucks for shorter distances, or docks and ships over water, you get the idea); however, it is subject to bottlenecks in the production chain when storages run dry (e.g. that oil well may not be productive enough to feed your power station) or fill up (e.g. that gas station in that little town may not be able to move gasoline as quickly as you could ship to it). On the other hand, you'll struggle to make a profit when your passenger network is small, but as you connect more cities and tourist traps to your network, your ridership will increase dramatically, as people who couldn't get where they wanted to go (and thus won't use your system) before are now able to. As another advantage, having a good passenger network encourages city growth, which spawns more industries and increase production chain efficiency when you go back to freight.

to:

* In ''VideoGame/{{Simutrans}}'', freight plays the "linear" role, while passengers and mail play the "quadratic" role. Moving freight is comparatively easy to start with and to make a profit on, as you simply connect point A to point B with rails and a suitable train (or road and trucks for shorter distances, or docks and ships over water, you get the idea); however, it is subject to you may soon be limited by bottlenecks in the production chain when storages run dry (e.g. that oil well may not be productive enough to feed your power station) or fill up (e.g. that gas station in that little town may not be able to move gasoline as quickly as you could ship to it). On the other hand, you'll struggle to make a profit when your passenger network is small, but as you connect more cities and tourist traps to your network, your ridership will increase dramatically, as people who couldn't get where they wanted to go (and thus won't use your system) before are now able to. As another advantage, having a good passenger network encourages city growth, which spawns more industries and increase production chain efficiency when you go back to freight.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/{{Simutrans}}'', freight plays the "linear" role, while passengers and mail play the "quadratic" role. Moving freight is comparatively easy to start with and to make a profit on, as you simply connect point A to point B with rails and a suitable train (or road and trucks for shorter distances, or docks and ships over water, you get the idea); however, it is subject to bottlenecks in the production chain when storages fill up (e.g. that gas station in that little town may not be able to move gasoline as quickly as you could ship to it). On the other hand, you'll struggle to make a profit when your passenger network is small, but as you connect more cities and tourist traps to your network, your ridership will increase dramatically, as people who couldn't get where they wanted to go (and thus won't use your system) before are now able to. As another advantage, having a good passenger network encourages city growth, which spawns more industries and increase production chain efficiency when you go back to freight.

to:

* In ''VideoGame/{{Simutrans}}'', freight plays the "linear" role, while passengers and mail play the "quadratic" role. Moving freight is comparatively easy to start with and to make a profit on, as you simply connect point A to point B with rails and a suitable train (or road and trucks for shorter distances, or docks and ships over water, you get the idea); however, it is subject to bottlenecks in the production chain when storages run dry (e.g. that oil well may not be productive enough to feed your power station) or fill up (e.g. that gas station in that little town may not be able to move gasoline as quickly as you could ship to it). On the other hand, you'll struggle to make a profit when your passenger network is small, but as you connect more cities and tourist traps to your network, your ridership will increase dramatically, as people who couldn't get where they wanted to go (and thus won't use your system) before are now able to. As another advantage, having a good passenger network encourages city growth, which spawns more industries and increase production chain efficiency when you go back to freight.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/{{Simutrans}}'', freight plays the "linear" role, while passengers and mail play the "quadratic" role. Moving freight is comparatively easy to start with and to make a profit on, as you simply connect point A to point B with rails and a suitable train (or road and trucks for shorter distances, or docks and ships over water, you get the idea); however, it is subject to bottlenecks in the production chain when storages fill up (e.g. that gas station in that little town may not be able to move gasoline as quickly as you could ship to it). On the other hand, you'll struggle to make a profit when your passenger network is small, but as you connect more cities and tourist traps to your network, your ridership will increase dramatically, as people who couldn't get where they wanted to go before are now able to. As another advantage, having a good passenger network encourages city growth, which spawns more industries and increase production chain efficiency when you go back to freight.

to:

* In ''VideoGame/{{Simutrans}}'', freight plays the "linear" role, while passengers and mail play the "quadratic" role. Moving freight is comparatively easy to start with and to make a profit on, as you simply connect point A to point B with rails and a suitable train (or road and trucks for shorter distances, or docks and ships over water, you get the idea); however, it is subject to bottlenecks in the production chain when storages fill up (e.g. that gas station in that little town may not be able to move gasoline as quickly as you could ship to it). On the other hand, you'll struggle to make a profit when your passenger network is small, but as you connect more cities and tourist traps to your network, your ridership will increase dramatically, as people who couldn't get where they wanted to go (and thus won't use your system) before are now able to. As another advantage, having a good passenger network encourages city growth, which spawns more industries and increase production chain efficiency when you go back to freight.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/{{Simutrans}}'', freight plays the "linear" role, while passengers and mail play the "quadratic" role. Moving freight is comparatively easy to start with and to make a profit on, as you simply connect point A to point B with rails and a suitable train (or road and trucks for shorter distances, or docks and ships over water, you get the idea); however, it is subject to bottlenecks in the production chain when storages fill up (e.g. that gas station in that little town may not be able to move gasoline as quickly as you could ship to it). On the other hand, you'll struggle to make a profit when your passenger network is small, but as you connect more cities and attractions to your network, your ridership will increase dramatically, as people who couldn't get where they wanted to go before are now able to. As another advantage, having a good passenger network encourages city growth, which spawns more industries and increase production chain efficiency when you go back to freight.

to:

* In ''VideoGame/{{Simutrans}}'', freight plays the "linear" role, while passengers and mail play the "quadratic" role. Moving freight is comparatively easy to start with and to make a profit on, as you simply connect point A to point B with rails and a suitable train (or road and trucks for shorter distances, or docks and ships over water, you get the idea); however, it is subject to bottlenecks in the production chain when storages fill up (e.g. that gas station in that little town may not be able to move gasoline as quickly as you could ship to it). On the other hand, you'll struggle to make a profit when your passenger network is small, but as you connect more cities and attractions tourist traps to your network, your ridership will increase dramatically, as people who couldn't get where they wanted to go before are now able to. As another advantage, having a good passenger network encourages city growth, which spawns more industries and increase production chain efficiency when you go back to freight.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/{{Simutrans}}'', freight plays the "linear" role, while passengers and mail play the "quadratic" role. Moving freight is comparatively easy to start with and to make a profit on, as you simply connect point A to point B with rails and a suitable train (or road and trucks for shorter distances), however, it is subject to bottlenecks in the production chain when storages fill up (e.g. that gas station in that little town may not be able to move gasoline as quickly as you could ship to it). On the other hand, you'll struggle to make a profit when your passenger network is small, but as you connect more cities and attractions to your network, your ridership will increase quickly, as people who couldn't get where they wanted to go before are now able to. As another advantage, having a good passenger network encourages city growth, which spawns more industries and increase production chain efficiency when you go back to freight.

to:

* In ''VideoGame/{{Simutrans}}'', freight plays the "linear" role, while passengers and mail play the "quadratic" role. Moving freight is comparatively easy to start with and to make a profit on, as you simply connect point A to point B with rails and a suitable train (or road and trucks for shorter distances), distances, or docks and ships over water, you get the idea); however, it is subject to bottlenecks in the production chain when storages fill up (e.g. that gas station in that little town may not be able to move gasoline as quickly as you could ship to it). On the other hand, you'll struggle to make a profit when your passenger network is small, but as you connect more cities and attractions to your network, your ridership will increase quickly, dramatically, as people who couldn't get where they wanted to go before are now able to. As another advantage, having a good passenger network encourages city growth, which spawns more industries and increase production chain efficiency when you go back to freight.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/{{Simutrans}}'', freight plays the "linear" role, while passengers and mail play the "quadratic" role. Moving freight is comparatively easy to start with and to make a profit on, as you simply connect point A to point B with rails and a suitable train (or road and trucks for shorter distances), however, it is subject to bottlenecks in the production chain when storages fill up. On the other hand, you'll struggle to make a profit when your passenger network is small, but as you connect more cities and attractions to your network, your ridership will increase quickly, as people who couldn't get where they wanted to go before are now able to. As another advantage, having a good passenger network encourages city growth, which spawns more industries and increase production chain efficiency when you go back to freight.

to:

* In ''VideoGame/{{Simutrans}}'', freight plays the "linear" role, while passengers and mail play the "quadratic" role. Moving freight is comparatively easy to start with and to make a profit on, as you simply connect point A to point B with rails and a suitable train (or road and trucks for shorter distances), however, it is subject to bottlenecks in the production chain when storages fill up.up (e.g. that gas station in that little town may not be able to move gasoline as quickly as you could ship to it). On the other hand, you'll struggle to make a profit when your passenger network is small, but as you connect more cities and attractions to your network, your ridership will increase quickly, as people who couldn't get where they wanted to go before are now able to. As another advantage, having a good passenger network encourages city growth, which spawns more industries and increase production chain efficiency when you go back to freight.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/Simutrans'', freight plays the "linear" role, while passengers and mail play the "quadratic" role. Moving freight is comparatively easy to start with and to make a profit on, as you simply connect point A to point B with rails and a suitable train (or road and trucks for shorter distances), however, it is subject to bottlenecks in the production chain when storages fill up. On the other hand, you'll struggle to make a profit when your passenger network is small, but as you connect more cities and attractions to your network, your ridership will increase quickly, as people who couldn't get where they wanted to go before are now able to. As another advantage, having a good passenger network encourages city growth, which spawns more industries and increase production chain efficiency when you go back to freight.

to:

* In ''VideoGame/Simutrans'', ''VideoGame/{{Simutrans}}'', freight plays the "linear" role, while passengers and mail play the "quadratic" role. Moving freight is comparatively easy to start with and to make a profit on, as you simply connect point A to point B with rails and a suitable train (or road and trucks for shorter distances), however, it is subject to bottlenecks in the production chain when storages fill up. On the other hand, you'll struggle to make a profit when your passenger network is small, but as you connect more cities and attractions to your network, your ridership will increase quickly, as people who couldn't get where they wanted to go before are now able to. As another advantage, having a good passenger network encourages city growth, which spawns more industries and increase production chain efficiency when you go back to freight.
Is there an issue? Send a MessageReason:
None


* In "VideoGame/Simutrans", freight plays the "linear" role, while passengers and mail play the "quadratic" role. Moving freight is comparatively easy to start with and to make a profit on, as you simply connect point A to point B with rails and a suitable train (or road and trucks for shorter distances), however, it is subject to bottlenecks in the production chain when storages fill up. On the other hand, you'll struggle to make a profit when your passenger network is small, but as you connect more cities and attractions to your network, your ridership will increase quickly, as people who couldn't get where they wanted to go before are now able to. As another advantage, having a good passenger network encourages city growth, which spawns more industries and increase production chain efficiency when you go back to freight.

to:

* In "VideoGame/Simutrans", ''VideoGame/Simutrans'', freight plays the "linear" role, while passengers and mail play the "quadratic" role. Moving freight is comparatively easy to start with and to make a profit on, as you simply connect point A to point B with rails and a suitable train (or road and trucks for shorter distances), however, it is subject to bottlenecks in the production chain when storages fill up. On the other hand, you'll struggle to make a profit when your passenger network is small, but as you connect more cities and attractions to your network, your ridership will increase quickly, as people who couldn't get where they wanted to go before are now able to. As another advantage, having a good passenger network encourages city growth, which spawns more industries and increase production chain efficiency when you go back to freight.
Is there an issue? Send a MessageReason:
None


* In VideoGame/Simutrans, freight plays the "linear" role, while passengers and mail play the "quadratic" role. Moving freight is comparatively easy to start with and to make a profit on, as you simply connect point A to point B with rails and a suitable train (or road and trucks for shorter distances), however, it is subject to bottlenecks in the production chain when storages fill up. On the other hand, you'll struggle to make a profit when your passenger network is small, but as you connect more cities and attractions to your network, your ridership will increase quickly, as people who couldn't get where they wanted to go before are now able to. As another advantage, having a good passenger network encourages city growth, which spawns more industries and increase production chain efficiency when you go back to freight.

to:

* In VideoGame/Simutrans, "VideoGame/Simutrans", freight plays the "linear" role, while passengers and mail play the "quadratic" role. Moving freight is comparatively easy to start with and to make a profit on, as you simply connect point A to point B with rails and a suitable train (or road and trucks for shorter distances), however, it is subject to bottlenecks in the production chain when storages fill up. On the other hand, you'll struggle to make a profit when your passenger network is small, but as you connect more cities and attractions to your network, your ridership will increase quickly, as people who couldn't get where they wanted to go before are now able to. As another advantage, having a good passenger network encourages city growth, which spawns more industries and increase production chain efficiency when you go back to freight.
Is there an issue? Send a MessageReason:
None


* In "VideoGame/{{Simutrans}}", freight plays the "linear" role, while passengers and mail play the "quadratic" role. Moving freight is comparatively easy to start with and to make a profit on, as you simply connect point A to point B with rails and a suitable train (or road and trucks for shorter distances), however, it is subject to bottlenecks in the production chain when storages fill up. On the other hand, you'll struggle to make a profit when your passenger network is small, but as you connect more cities and attractions to your network, your ridership will increase quickly, as people who couldn't get where they wanted to go before are now able to. As another advantage, having a good passenger network encourages city growth, which spawns more industries and increase production chain efficiency when you go back to freight.

to:

* In "VideoGame/{{Simutrans}}", VideoGame/Simutrans, freight plays the "linear" role, while passengers and mail play the "quadratic" role. Moving freight is comparatively easy to start with and to make a profit on, as you simply connect point A to point B with rails and a suitable train (or road and trucks for shorter distances), however, it is subject to bottlenecks in the production chain when storages fill up. On the other hand, you'll struggle to make a profit when your passenger network is small, but as you connect more cities and attractions to your network, your ridership will increase quickly, as people who couldn't get where they wanted to go before are now able to. As another advantage, having a good passenger network encourages city growth, which spawns more industries and increase production chain efficiency when you go back to freight.
Is there an issue? Send a MessageReason:
None


* In "VideoGame/{{Simutrans}}", freight plays the "linear" role, while passengers and mail play the "quadratic" role. Moving freight is comparatively easy to start with and to make a profit on, as you simply connect point A to point B with rails and a suitable train (or road and trucks for shorter distances), however, it is subject to bottlenecks in the production chain when storages fill up. On the other hand, you'll struggle to make a profit when your passenger network is small, but as you connect more cities and attractions to your network, your ridership will increase quickly, as people who couldn't get where they wanted to go before are now able to.

to:

* In "VideoGame/{{Simutrans}}", freight plays the "linear" role, while passengers and mail play the "quadratic" role. Moving freight is comparatively easy to start with and to make a profit on, as you simply connect point A to point B with rails and a suitable train (or road and trucks for shorter distances), however, it is subject to bottlenecks in the production chain when storages fill up. On the other hand, you'll struggle to make a profit when your passenger network is small, but as you connect more cities and attractions to your network, your ridership will increase quickly, as people who couldn't get where they wanted to go before are now able to. As another advantage, having a good passenger network encourages city growth, which spawns more industries and increase production chain efficiency when you go back to freight.

Added: 662

Changed: -1

Is there an issue? Send a MessageReason:
None


* In "VideoGame/{{Simutrans}}", freight plays the "linear" role, while passengers and mail play the "quadratic" role. Moving freight is comparatively easy to start with and to make a profit on, as you simply connect point A to point B with rails and a suitable train (or road and trucks for shorter distances), however, it is subject to bottlenecks in the production chain when storages fill up. On the other hand, you'll struggle to make a profit when your passenger network is small, but as you connect more cities and attractions to your network, your ridership will increase quickly, as people who couldn't get where they wanted to go before are now able to.



** Building on its predecessor, ''VideoGame/DragonQuestIX'' inverts this trope. Low level attack spells don’t do considerably more damage than any properly equipped physical class, and it only gets worse from there—by the end of the game, a gladiator with an axe can do more damage to a single target ''or'' a group ''at no MP cost'' than an equivalent caster using expensive spells. The best strategy for most bosses looks like an episode of Anime/DragonBallZ[[note]]And since the artwork is all by Akira Toriyama, it really does look ''exactly'' like Dragon Ball Z...[[/note]], with physical characters boosting Tension for several turns then unleashing hell. (Oddly enough, the game gives your main character an exclusive skill that boosts another character’s Tension, meaning the best possible support character is you.) Multi-target attack spells can soften up multiple enemies, but that generally only saves you a turn or two, and your physical characters can get multi-hit weapons that do roughly the same amount of damage, though they better spend their time dropping one enemy per round each.

to:

** Building on its predecessor, ''VideoGame/DragonQuestIX'' inverts this trope. Low level attack spells don’t do considerably more damage than any properly equipped physical class, and it only gets worse from there—by the end of the game, a gladiator with an axe can do more damage to a single target ''or'' a group ''at no MP cost'' than an equivalent caster using expensive spells. The best strategy for most bosses looks like an episode of Anime/DragonBallZ[[note]]And since the artwork is all by Akira Toriyama, it really does look ''exactly'' like Dragon Ball Z...[[/note]], with physical characters boosting Tension for several turns then unleashing hell. (Oddly enough, the game gives your main character an exclusive skill that boosts another character’s character’s Tension, meaning the best possible support character is you.) Multi-target attack spells can soften up multiple enemies, but that generally only saves you a turn or two, and your physical characters can get multi-hit weapons that do roughly the same amount of damage, though they better spend their time dropping one enemy per round each.
Is there an issue? Send a MessageReason:
This page inaccurately reflects D&D 5e's gap between warriors and spellcasters, as well as 2nd edition's own situation with the trope.


** ''[[TabletopGame/AdvancedDungeonsAndDragons2ndEdition Second Edition]]'' included many of the same balancing factors as the last one. Less powerful classes progressed through levels faster, and fighters enjoyed benefits such as Exceptional Strength, more hit points for high Constitution, and more followers at high levels, but still wind up getting seriously outpaced in power at higher levels. All of this depends on one's attributes, though: a fighter needs STR 18 and CON at least 17 in order to benefit from those specific perks. And even though wizards and clerics need high INT and WIS respectively to be able to utilize their best spells, they're still ''a lot'' better with their main stat being lower than 16.

to:

** ''[[TabletopGame/AdvancedDungeonsAndDragons2ndEdition Second Edition]]'' included many of the same balancing factors as the last one. Less powerful classes progressed through levels faster, and fighters enjoyed benefits such as Exceptional Strength, more hit points for high Constitution, and more followers at high levels, but still wind up getting seriously outpaced in power at higher levels. All of this depends on one's attributes, though: a fighter needs STR 18 In addition, features such as weapon specialization, fighting styles, combat maneuvers and CON at least 17 in order to benefit from those specific perks. And the like allowed even though wizards greater damage and clerics need high INT and WIS respectively tactical capabilities. Furthermore, there used to be additional factors that acted as restrictions to casters, such as the lengthy time it took to memorize each spell (10 minutes multiplied by the spell level), the stat requirements to be able to utilize their best cast more powerful spells, they're the drawback to many of the more powerful spells, old school spell resistance, and the vancian system in general kept casters somewhat reeled in compared to what was seen in later editions. The trope was still ''a lot'' better with their main stat being lower than 16. in play, but it was significantly downplayed compared to what occured later.



** ''[[TabletopGame/DungeonsAndDragonsFifthEdition Fifth Edition]]'' took steps to get warriors and wizards closer in terms of combat ability. The edition raised the floor on wizards by adding cantrip spells, which wizards can cast as many times a day as they want. The Concentration mechanic also lowered the ceiling by preventing the most powerful spells from being used simultaneously, and forcing those spells end early if the wizard failed a saving throw after taking damage. Meanwhile, warriors got buffs to the number of attacks per round, made {{Critical Hit}}s easier and/or stronger, and let warriors bypass enemy resistances while also gaining some of their own. Finally, the advantage-disadvantage mechanic simplifies buffs quite a bit. Spells still allow for a greater deal of narrative agency, but stacking multiple area-of-effect spells and gigantic buffs on top of each other is no longer possible. So while this trope is still present in 5e, warriors and wizards are much closer in power than before.

to:

** ''[[TabletopGame/DungeonsAndDragonsFifthEdition Fifth Edition]]'' took steps to get warriors and wizards closer in terms of combat ability. The edition raised the floor on wizards by adding cantrip spells, which wizards can cast as many times ability, but only succeeded to a day as they want. The certain extent: Concentration mechanic also lowered the ceiling by preventing the most powerful spells from being used simultaneously, and forcing those spells end early if the wizard failed was introduced in order or put a saving throw after taking damage. Meanwhile, warriors got buffs to cap on the number of attacks per round, made {{Critical Hit}}s easier and/or stronger, and let warriors bypass enemy resistances while also gaining some of their own. Finally, the advantage-disadvantage mechanic simplifies buffs quite a bit. Spells still allow for a greater deal of narrative agency, but stacking multiple area-of-effect spells a spellcaster could have active at a time, casters got fewer high level spells per day than they used to, new abilities were granted to martial classes to boost their ability to fight and gigantic buffs on top most of each the "save or die" spells were either nerfed or removed entirely. ''However''... other is no longer possible. So while factors stopped this trope is from being a proper "fix": Cantrips now allowed spellcasters to continue casting spells without ever running out, the new spellslot system greatly expanded their flexibility compared to the old vancian system, certain spells were still present in 5e, warriors able to end fights quickly just due to the raw damage they dealt (Fireball is notoriously overpowered for its spell level for instance, and wizards there are much closer in power even ways to exclude your allies from the blast), and some classes like the Wizard or Sorcerer even had ways to recover spells on a short rest. While the gap is certainly smaller than before.it was in 3.X, when all things are factored in Spellcasters come out as proportionately stronger than they were in 2nd Edition.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/Borderlands2'''s Ultimate Vault Hunter mode ulimately turns the game into this: as enemies have very high health combined with near-instantaneous [[HealingFactor health regeneration]], elemental weapons (the closest thing to "magic" in the series) overshadow weapons that deal high raw damage, especially when paired with the slag element as the slag's damage multiplier effect makes the elemental status effects that much more powerful.
Is there an issue? Send a MessageReason:
Final Fantasy V mentioned twice


** A preface to this: In many games in the series (''VideoGame/FinalFantasyV'', ''VideoGame/FinalFantasyTactics'', ''VideoGame/FinalFantasyV'', and ''VideoGame/FinalFantasyX'', to name just a few), any character can get more or less any ability, and the most powerful characters can [[MinMaxing cherry-pick a build]] from combat ''and'' magical skills.

to:

** A preface to this: In many games in the series (''VideoGame/FinalFantasyV'', ''VideoGame/FinalFantasyTactics'', ''VideoGame/FinalFantasyV'', ''VideoGame/FinalFantasyTactics'' and ''VideoGame/FinalFantasyX'', to name just a few), any character can get more or less any ability, and the most powerful characters can [[MinMaxing cherry-pick a build]] from combat ''and'' magical skills.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/MightAndMagic 6'' & ''7'' plays with this trope. Warriors tend to be better in the beginning until the mages get access to their stronger spells and enough mana to be able to use it reliably0, at which point magic users outshines them. However at the end game you gain access to blasters which make both equals in damage dealing but the warriors come out on top again. Clerics and Sorcerers still have a fair few [[GameBreaker Game Breakers]], however.

to:

* ''VideoGame/MightAndMagic 6'' & ''7'' plays with this trope. Warriors tend to be better in the beginning until the mages get access to their stronger spells and enough mana to be able to use it reliably0, reliably, at which point magic users outshines them. However at the end game you gain access to blasters which make both equals in damage dealing but the warriors come out on top again. Clerics and Sorcerers still have a fair few [[GameBreaker Game Breakers]], however.
Is there an issue? Send a MessageReason:
None


** A preface to this: In many games in the series (''VideoGame/FinalFantasyV'', ''VideoGame/FinalFantasyTactics'', and ''VideoGame/FinalFantasyX'', to name three), any character can get more or less any ability, and the most powerful characters can [[MinMaxing cherry-pick a build]] from combat ''and'' magical skills.

to:

** A preface to this: In many games in the series (''VideoGame/FinalFantasyV'', ''VideoGame/FinalFantasyTactics'', ''VideoGame/FinalFantasyV'', and ''VideoGame/FinalFantasyX'', to name three), just a few), any character can get more or less any ability, and the most powerful characters can [[MinMaxing cherry-pick a build]] from combat ''and'' magical skills.



*** If anything, the original ''Final Fantasy'' is Linear Fighter/Quadratic Black Belt. Black Belts start out substantially weaker than fighters, typically achieve parity somewhere around the volcano stage, and go on to become spicy kung-fu death on a stick in the endgame.

to:

*** If anything, the original ''Final Fantasy'' is Linear Fighter/Quadratic Fighters, Quadratic Black Belt. Belts. Black Belts start out substantially weaker than fighters, Fighters, typically achieve parity somewhere around the volcano stage, and go on to become spicy kung-fu death on a stick in legs by the endgame.
Is there an issue? Send a MessageReason:
None


** A preface to this: In many games in the series (''VideoGame/FinalFantasyV'', ''VideoGame/FinalFantasyTactics'', and ''VideoGame/FinalFantasyX'', to name three), any character can get more or less any ability, and the most powerful characters can [[MinMaxing cherry-pick a build from combat ''and'' magical skills]].

to:

** A preface to this: In many games in the series (''VideoGame/FinalFantasyV'', ''VideoGame/FinalFantasyTactics'', and ''VideoGame/FinalFantasyX'', to name three), any character can get more or less any ability, and the most powerful characters can [[MinMaxing cherry-pick a build build]] from combat ''and'' magical skills]].skills.



*** If anything, the original Final Fantasy is Linear Fighter/Quadratic Black Belt. Black Belts start out substantially weaker than fighters, typically achieve parity somewhere around the volcano stage, and go on to become spicy kung-fu death on a stick in the endgame.

to:

*** If anything, the original Final Fantasy ''Final Fantasy'' is Linear Fighter/Quadratic Black Belt. Black Belts start out substantially weaker than fighters, typically achieve parity somewhere around the volcano stage, and go on to become spicy kung-fu death on a stick in the endgame.
Is there an issue? Send a MessageReason:
None


** In [[Recap/DeathBattleS08E02ShadowVsRyuko "Shadow VS Ryūko"]], [[spoiler:{{Franchise/S|onicTheHedgehog}}hadow is the Quadratic Wizard this time, to [[Anime/KillLaKill Ryūko Matoi's]] Linear Warrior: In their base forms, Ryūko was much physically stronger and tougher than Shadow, enough to potentially kill him in one hit. However, Shadow being much faster than Ryūko as well as being able to {{teleport|Spam}} as well as [[TimeMaster slow down and]] [[TimeStandsStill stop time with Chaos Control]] made landing that hit unlikely. Additionally, Shadow possessed far more destructive power with his Chaos abilities through removing his [[PowerLimiter Inhibitor Rings]] which, combined with the aforementioned speed and Chaos Control, meant that he could reliably damage Ryūko faster than her Life Fibers could {{heal|ingFactor}} her. What's more is that [[SuperMode Super Shadow]] was vastly faster and more powerful than Ryūko while in Senketsu-Kisaragi and has the benefit of NighInvulnerability.]]

to:

** In [[Recap/DeathBattleS08E02ShadowVsRyuko "Shadow VS Ryūko"]], [[spoiler:{{Franchise/S|onicTheHedgehog}}hadow is the Quadratic Wizard this time, to [[Anime/KillLaKill Ryūko Matoi's]] Linear Warrior: In their base forms, Ryūko was much physically stronger and tougher than Shadow, enough to potentially kill him in one hit. However, Shadow being much faster than Ryūko as well as along with being able to {{teleport|Spam}} as well as [[TimeMaster slow down and]] [[TimeStandsStill stop time with Chaos Control]] made landing that hit unlikely. Additionally, Shadow possessed far more destructive power with his Chaos abilities through removing his [[PowerLimiter Inhibitor Rings]] which, combined with the aforementioned speed and Chaos Control, meant that he could reliably damage Ryūko faster than her Life Fibers could {{heal|ingFactor}} her. What's more is that [[SuperMode Super Shadow]] was vastly faster and more powerful than Ryūko while in Senketsu-Kisaragi and has the benefit of NighInvulnerability.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** ''VideoGame/FireEmblemEngage'' is a downplayed inversion. In a vacuum, the magical classes and physical classes are equally good, but the central [[FusionDance Emblem Rings]] mechanic does a lot more to help physical units than magical ones, especially when it comes to damage output, and this becomes more noticeable towards the end of the game when you have enough Emblems to equip your entire party with them. Of the 12 rings that you can acquire without DownloadableContent, only [[VideoGame/FireEmblemGaiden one]] has an [[LimitBreak Engage Attack]] that deals magical damage, and she’s considered a hard sell due to her CastFromHitPoints skill[[note]]skills in the fe series [[OhCrap are almost always activated automatically.]][[/note]] and the fact that her other skills don’t do much to make up for it outside of the aforementioned LimitBreak. The other magically oriented Emblems in the base game are generally designed for more of a SupportPartyMember role, either having non-combat engage moves or having physical engage attacks despite their stat bonus. By comparison, Physical units have tons of options for increasing their damage output in one way or another, and of those 12 main game rings, ''nine'' have physical engage attacks. Some players attempt to circumvent this by giving their Casters bond rings instead, specifically the S-rank versions of Olwen, Lilina, and Nino; but acquiring those in the first place is [[RandomNumberGod entirely luck based]] and costs Bond Fragments. Evened out slightly by the magical emblems introduced in the DLC.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Inverted in TabletopGame/{{Cyberpunk}}. At lower levels, direct combat is mostly even and the extra resources or people a Rockerboy or Corpo might be able to call in is worth much more than the boring +1 to initiative a low level Solo gets. But at higher levels of play, the [[RocketTagGameplay lethality of high-level firearms]] and increasingly large initiative gap results in fights that can be summed up as "The Solos take their turn first, then the fight's decided and everyone else gets to mop up, if there's anything to mop up at all."

Added: 323

Changed: 1043

Is there an issue? Send a MessageReason:
added hypixel skyblock example


* Similarly inverted in ''VideoGame/Lineage2''. The damage is linearly proportionate to Physical Attack stat for archers and warriors and proportionate to a square root of Magic Attack for wizards. As a result, while magic users can still provide a steady DPS during late game, they are overshadowed by top archers by a large margin.

to:

* Similarly inverted Inverted in the Dungeons feature of Hypixel Skyblock. Berserk and Archer classes have damage based off of both their Strength and Crit Damage stat, meaning they get a quadratic damage growth. Meanwhile, Mages scale based on Intelligence and Ability Damage. However, Ability Damage quickly maxes out and doesn’t scale with the user’s level, so in reality Mages only have a linear growth of damage with their Intelligence, limiting them to crowd control instead of single target damage. However, at endgame levels, the trope is played straight. Mage’s Beam ability, which acts to extend the range of melee weapons at the cost of damage by firing a laser out of it, scales with Strength, Crit Damage, and Intelligence, allowing for cubic growth. While this does low damage at lower levels, by the time you reach endgame the growth of the Beam attack gives Mages some of the best single target damage in the game.
* Inverted
in ''VideoGame/Lineage2''. The damage is linearly proportionate to Physical Attack stat for archers and warriors and proportionate to a square root of Magic Attack for wizards. As a result, while magic users can still provide a steady DPS during late game, they are overshadowed by top archers by a large margin.

Top