Follow TV Tropes

Following

History Main / MyRulesAreNotYourRules

Go To

OR

Added: 1549

Changed: 762

Is there an issue? Send a MessageReason:
None


* The developers of ''VideoGame/JudgeDreddDreddVsDeath'' went through the extra effort to have the firearms of the Judges explode if a civilian tries to use them, which is keeping in with the source material. This would be more commendable if it applied for the AI too. Admittedly, actually witnessing this is a rare occurrence, since you have to fulfill several specific conditions: A) Find an enemy who will not surrender when you shoot the weapon out of his/her hand. B) Have this happen near a dropped Judge weapon. C) Get the enemy to pick up the Judge weapon instead of the weapon they just dropped, or simply attacking you with fisticuffs.

to:

* The developers *The Aetherium Wars side mode in ''VideoGame/HonkaiStarRail'' allows players to [[DoesThisRemindYouOfAnything command a team of ''VideoGame/JudgeDreddDreddVsDeath'' went through the extra effort enemy monsters against other players eerily similar to have the firearms of the Judges explode if a civilian tries to use them, which is keeping in with the source material. This would be more commendable if it applied for the AI too. Admittedly, actually witnessing this is a rare occurrence, since you have to fulfill Pokemon]]. However, several specific conditions: A) Find units fight differently when the player controls them than when they're fought as an enemy who will not surrender when you shoot the weapon out of his/her hand. B) Have this happen near a dropped Judge weapon. C) Get the (even as an enemy to pick up controlled by a human in Aetherium Wars). This can also be an inversion depending on the Judge weapon instead difference.
**Aurumaton Gatekeepers typically automatically trigger Sanction Mode after being attacked 3 times and can also use Dread to increase Sanction Mode by 33%. However, player controlled Aurumaton Gatekeepers can only use Sanction Mode after accumulating 3 units
of the weapon they just dropped, or simply energy, and Dread is also an attacking you with fisticuffs.move that can debuff enemies.
**AI controlled Frigid Prowlers can summon Everwinter Shadewalkers and later devour them to increase their attack. But players cannot summon Everwinter Shadewalkers and instead absorb adjacent allies' HP.
**Blazes Out of Space controlled by AI can use Molten Fusion to raise their attack by 30%. Player controlled Blazes Out of Space cannot use Molten Fusion.


Added DiffLines:

* The developers of ''VideoGame/JudgeDreddDreddVsDeath'' went through the extra effort to have the firearms of the Judges explode if a civilian tries to use them, which is keeping in with the source material. This would be more commendable if it applied for the AI too. Admittedly, actually witnessing this is a rare occurrence, since you have to fulfill several specific conditions: A) Find an enemy who will not surrender when you shoot the weapon out of his/her hand. B) Have this happen near a dropped Judge weapon. C) Get the enemy to pick up the Judge weapon instead of the weapon they just dropped, or simply attacking you with fisticuffs.


Added DiffLines:

** In ''VideoGame/MarioKartTour'', the player automatically discards their items when running into an item box. However, AI can be seen continuing to hold an item behind them even after passing through an item box.
Is there an issue? Send a MessageReason:
None


* As detailled in [[https://www.youtube.com/watch?v=R9Vbsr3Ko7M this video]], Malenia from ''VideoGame/EldenRing'' interacts with the BreakMeter system in a way that no other enemy in the game (or even in ''the entire soulsborne franchise'') does. She can cancel her stagger animation to dodge away from the player (stagger animations are supposed to play in full before the entity can do anything else), some of her attacks outright make her immune to stance break during their animations to let her use them in full (when stance-breaking is supposed to stun and superseed any "super armor" to do so), and she can even cancel her attack animations to let her block incoming blows as well (when the player has to finish their attack animations before being able to do so).

to:

* As detailled in [[https://www.youtube.com/watch?v=R9Vbsr3Ko7M this video]], Malenia from ''VideoGame/EldenRing'' interacts with the BreakMeter system in a way that no other enemy in the game (or even in ''the entire soulsborne franchise'') does. She can cancel her stagger animation to dodge away from the player (stagger animations are supposed to play in full before the entity can do anything else), some of her attacks outright make her immune to stance break during their animations to let her use them in full (when stance-breaking is supposed to stun and superseed supercede any "super armor" to do so), and she can even cancel her attack animations to let her block incoming blows as well (when the player has to finish their attack animations before being able to do so).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Throughout the ''VideoGame/RType'' series, [[OneHitPointWonder player ships are destroyed with only one hit]], and there's no shield or armor items that can mitigate this besides post-respawn MercyInvincibility in some games. However, in ''R-Type Final'' and ''R-Type Final 2'', [[spoiler:there are stages where you are turned into a Bydo and fight the Earth forces, including their famed R-series ships that you've been using throughout the series. At the ends of these stages, you fight a boss R-ship that has the health you'd expect of a typical boss.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** A rare example in the player's favor in the Generation 1 and 2 games: major status moves and stat-lowering moves besides Accuracy have a flat 25% chance to fail when used by the AI (which is rolled for before their normal accuracy check), even moves like Tail Whip which have 100% accuracy when used by the player.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/EmpiresOfTheUndergrowth'': Tiger beetle larvae are explicitly stated to lurk in the ground and ambush ants. Except for AI ants: they are never attacked.

to:

* ''VideoGame/EmpiresOfTheUndergrowth'': Tiger beetle larvae are explicitly stated to lurk in the ground and ambush ants. Except for But in the first mission with wood ants in the formicarium mode the random wandering AI ants: they ants are never attacked.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/EmpiresOfTheUndergrowth'': Tiger beetle larvae are explicitly stated to lurk in the ground and ambush ants. Except for AI ants: they are never attacked.
Is there an issue? Send a MessageReason:
None


** In ''VideoGame/PokemonLegendsArceus'' there is a curious example in that it does not apply to specifically the player or AI, but to a few specific Pokémon who still have their abilities as intrinsically built into the game. The first is Cherrim, who, based on time of day, can transform from its Overcast form into its Sunshine form, gaining a stat boost equivalent to Flower Gift. The second is the titular Arceus itself, who can change types by using the plates, which are Key Items in the game, and the third (and amusingly, a Pokémon who is WORSE for it) is Regigigas, who, despite being in a game with no abilities, is still forced to deal with an attack and speed penalty for five turns, akin to its Slow Start ability.

to:

** In ''VideoGame/PokemonLegendsArceus'' there is a curious example in that it does not apply to specifically the player or AI, but to a few specific Pokémon who still have their abilities as intrinsically built into the game. The first is Cherrim, who, based on time of day, can transform from its Overcast form into its Sunshine form, gaining a stat boost equivalent to Flower Gift. The second is the titular Arceus itself, who can change types by using the plates, which are Key Items in the game, game (Akin to its ability Multitype), and the third (and amusingly, a Pokémon who is WORSE for it) is Regigigas, who, despite being in a game with no abilities, is still forced to deal with an attack and speed penalty for five turns, akin to its Slow Start ability.
Is there an issue? Send a MessageReason:
None


** In ''VideoGame/PokemonLegendsArceus'' there is a curious example in that it does not apply to specifically the player or AI, but to a few specific Pokémon who still have their abilities as intrinsically built into the game. The first is Cherrim, who, based on time of day, can transform from its Overcast form into its Sunshine form, gaining a stat boost equivalent to Flower Gift. The second is [[TitleCharacter Arceus itself]], who can change types by using the plates, which are Key Items in the game, and the third (and amusingly, a Pokémon who is WORSE for it) is Regigigas, who, despite being in a game with no abilities, is still forced to deal with an attack and speed penalty for five turns, akin to its Slow Start ability.

to:

** In ''VideoGame/PokemonLegendsArceus'' there is a curious example in that it does not apply to specifically the player or AI, but to a few specific Pokémon who still have their abilities as intrinsically built into the game. The first is Cherrim, who, based on time of day, can transform from its Overcast form into its Sunshine form, gaining a stat boost equivalent to Flower Gift. The second is [[TitleCharacter the titular Arceus itself]], itself, who can change types by using the plates, which are Key Items in the game, and the third (and amusingly, a Pokémon who is WORSE for it) is Regigigas, who, despite being in a game with no abilities, is still forced to deal with an attack and speed penalty for five turns, akin to its Slow Start ability.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** In ''VideoGame/PokemonLegendsArceus'' there is a curious example in that it does not apply to specifically the player or AI, but to a few specific Pokémon who still have their abilities as intrinsically built into the game. The first is Cherrim, who, based on time of day, can transform from its Overcast form into its Sunshine form, gaining a stat boost equivalent to Flower Gift. The second is [[TitleCharacter Arceus itself]], who can change types by using the plates, which are Key Items in the game, and the third (and amusingly, a Pokémon who is WORSE for it) is Regigigas, who, despite being in a game with no abilities, is still forced to deal with an attack and speed penalty for five turns, akin to its Slow Start ability.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/PathOfRadiance'' has Feral Ones, enemy Laguz units that are always permanently shifted due to their transformation gauge locked at full. This means they will always be able to counter attack your units who attack them from close range (something that most of playable Laguz unit cannot do without specific items or skills). The same rule also applies for ''VideoGame/RadiantDawn''.

to:

** ''VideoGame/PathOfRadiance'' ''VideoGame/FireEmblemPathOfRadiance'' has Feral Ones, enemy Laguz units that are always permanently shifted due to their transformation gauge locked at full. This means they will always be able to counter attack your units who attack them from close range (something that most of playable Laguz unit cannot do without specific items or skills). The same rule also applies for ''VideoGame/RadiantDawn''.''VideoGame/FireEmblemRadiantDawn''.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** The ''VideoGame/MentalOmega'' GameMod, meanwhile, gives the AI significant build time reduction and lets them ignore build costs, allowing them to keep pumping out units even if you destroy all their Ore Miners or repeatedly steal cash from them with Spies and Infiltrators. On the other hand, this actually works in your favour if you have an AI ally, since not only do ''they'' get the same benefits as your enemy, on easier difficulties they actually get a ''greater'' benefit than the enemy AI does, allowing them to take a lot of pressure off of you.
Is there an issue? Send a MessageReason:
None


Sometimes this is actually inverted for the player's benefit to provide a fair challenge -- in games which value input speed and assume equal footing of both sides (such as fighting games), the AI simulating the opponent has to naturally be handicapped so that the player has a fighting chance, considering the computer has no need to physically bash buttons, [[ComputersAreFast is capable of perfect timing]], knows ''every'' move and would never fumble a special attack unless some kind of restriction is in place. In games like RealTimeStrategy, this generally ensures the computer opponent won't try cheap or underhanded tactics (such as foregoing base building, investing everything in a ZergRush of starter units to win quickly).

to:

Sometimes this is actually inverted for the player's benefit to provide a fair challenge -- in games which value input speed and assume equal footing of both sides (such as fighting games), the AI simulating the opponent has to naturally be handicapped so that the player has a fighting chance, considering the computer has no need to physically bash buttons, [[ComputersAreFast is capable of perfect timing]], knows ''every'' move and would never fumble a special attack unless some kind of restriction is in place. In games like RealTimeStrategy, this generally ensures the computer opponent won't try cheap or underhanded tactics (such as foregoing forgoing base building, investing everything in a ZergRush of starter units to win quickly).
Is there an issue? Send a MessageReason:
None


* Zigzagged with the agents in ''Film/TheMatrix'', who can bend the rules of the virtual world to have super strength and speed and thus are severe threats. However, Morpheus explains that as agents of the system they are limited to bending the rules, which is very powerful, but can not outright ''break'' the rules and can never be as powerful as a human can potentially be. [[spoiler:In the end Neo effectively becomes a god by learning to actually break the rules, thus becoming The One, and in the sequels we see just how bad things get when an agent actually ''does'' [[AnswersToTheNameOfGod decide]] [[ApocalypseHow to]] [[TheVirus break]] [[GrandTheftMe the]] [[EnemyMine rules]]. Worse, [[NiceJobBreakingItHero that agent learned how to break the rules by experiencing Neo doing it]].]]

to:

* Zigzagged with the agents in ''Film/TheMatrix'', who can bend the rules of the virtual world to have super strength and speed and thus are severe threats. However, Morpheus explains that as agents of the system they are limited to bending the rules, which is very powerful, but can not outright ''break'' the rules and can never be as powerful as a human can potentially be. [[spoiler:In the end Neo effectively becomes a god by learning to actually break the rules, thus becoming The One, and in the sequels we see just how bad things get when an agent actually ''does'' [[AnswersToTheNameOfGod decide]] [[ApocalypseHow to]] [[TheVirus break]] [[GrandTheftMe the]] [[EnemyMine rules]]. Worse, [[NiceJobBreakingItHero [[CreateYourOwnVillain that agent learned how to break the rules by experiencing Neo doing it]].]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* As detailled in [[https://www.youtube.com/watch?v=R9Vbsr3Ko7M this video]], Malenia from ''VideoGame/EldenRing'' interacts with the BreakMeter system in a way that no other enemy in the game (or even in ''the entire soulsborne franchise'') does. She can cancel her stagger animation to dodge away from the player (stagger animations are supposed to play in full before the entity can do anything else), some of her attacks outright make her immune to stance break during their animations to let her use them in full (when stance-breaking is supposed to stun and superseed any "super armor" to do so), and she can even cancel her attack animations to let her block incoming blows as well (when the player has to finish their attack animations before being able to do so).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** ''VideoGame/PathOfRadiance'' has Feral Ones, enemy Laguz units that are always permanently shifted due to their transformation gauge locked at full. This means they will always be able to counter attack your units who attack them from close range (something that most of playable Laguz unit cannot do without specific items or skills). The same rule also applies for ''VideoGame/RadiantDawn''.
Is there an issue? Send a MessageReason:
None


* In ''LightNovel/TheUnexploredSummonBloodSign'', no one -- human or Material -- can enter or leave the closed space of a battle enabled by the Third Summoning Ceremony. Unless [[spoiler:they are a Material manifested through the Fourth Summoning Ceremony]]. That's why no-one can fight [[spoiler:the Colorless Little Girl]], as there is nothing to prevent her from simply leaving.

to:

* In ''LightNovel/TheUnexploredSummonBloodSign'', ''Literature/TheUnexploredSummonBloodSign'', no one -- human or Material -- can enter or leave the closed space of a battle enabled by the Third Summoning Ceremony. Unless [[spoiler:they are a Material manifested through the Fourth Summoning Ceremony]]. That's why no-one can fight [[spoiler:the Colorless Little Girl]], as there is nothing to prevent her from simply leaving.

Added: 781

Changed: 13

Is there an issue? Send a MessageReason:
None


** One example of this trope that benefits the player: the elemental lighthouses are charged with Psynergy that weakens Adepts of the opposite element. This is used to explain why your team of level 10 chumps can feasibly take on the BigBad (you're fighting on the Mercury Lighthouse, while he's a Mars Adept and is thus weakened), but your Adepts never suffer any such penalty.

to:

** One example of this trope that benefits the player: the elemental lighthouses are charged with Psynergy that weakens Adepts of the opposite element. This is used to explain why your team of level 10 chumps can feasibly take on one of the BigBad {{Big Bad}}s (you're fighting on the Mercury Lighthouse, while he's a Mars Adept and is thus weakened), but your Adepts never suffer any such penalty.penalty.
** Speaking of said BigBadDuumvirate, they actually completely avert this in the penultimate battle. Saturos and Menardi have no bullshit "enemy-only" shenanigans, have stats easily reachable by your party aside from inflated HP, and ''completely'' follow the exact same rules as your party: one attack per turn, all of their spells are Psynergy learnable by the party, each have one weapon-unleash -- Heat Flash for Saturos and Deathsize for Menardi -- and both of these unleashes of which are identical to ones usable by the party as well (Heat Flash is identical to the Dragon Axe's Heat Mirage, and Deathsize is identical to the Assassin Blade's Mortal Danger). [[spoiler:Granted, this all goes out the window when they merge into the ''actual'' FinalBoss, a gigantic dragon.]]
Is there an issue? Send a MessageReason:
None


** ''VideoGame/RedAlert3'': The AllSeeingAI is in full effect, with the AI being able to use superpowers even where they don't have line-of-sight or immediately send troops after isolated engineers.

to:

** ''VideoGame/RedAlert3'': The AllSeeingAI TheAllSeeingAI is in full effect, with the AI being able to use superpowers even where they don't have line-of-sight or immediately send troops after isolated engineers.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** With the addition of Trusts, numerous AI allies have cross abilities that players do not. Thancred can use Ninja skills despite being a Gunbreaker, Y’Shtola uses both White and Black magic as a unique class, Urianger uses a teleport spell unique to Black Magee as an Astrologian, etc.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Technically, while the boss in question doesn't operate like any other enemy in the game, they're actually one of the biggest subversions of this trope. [[spoiler:As a boss, Sans']] rules are ''exactly'' your rules. They goes first, like you normally do. They can dodge like you. they can take as long as they wants on a turn, like you. [[spoiler:Sans can make [[ISurrenderSuckers a fake offer to spare you]], then kill you instantly if you accept it.]] The only thing they can do that you can't is [[spoiler:attacking you during your turn. Except you finally beat him by figuring out how to attack him during his turn.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In ''VideoGame/DoodleWorld'', the level cap imposed by Key collecting does not apply to NPC tamers, who will sometimes have Doodles above the level cap for the current area the player is in or have attacks or Doodles evolved at a much lower level than would be ordinarily obtainable by that point in the game.
Is there an issue? Send a MessageReason:
None


** The Struggle in ''VideoGame/KingdomHeartsII''. When you get your opponent down to 0 HP, they are knocked out for a few seconds so you can collect more orbs, then they revive with full health. When YOU get knocked down to 0 HP? You lose instantly. (It helps that the only remotely dangerous Struggle opponent is Vivi, whom you cannot fight again after Roxas' part of the game is over.)

to:

** ''VideoGame/KingdomHeartsII'': The Struggle in ''VideoGame/KingdomHeartsII''.Struggle. When you get your opponent down to 0 HP, they are knocked out for a few seconds so you can collect more orbs, then they revive with full health. When YOU get knocked down to 0 HP? You lose instantly. (It It helps that the only remotely dangerous Struggle opponent is Vivi, whom you cannot fight again after Roxas' part of the game is over.)
Is there an issue? Send a MessageReason:
None


* Used for horror in ''VideoGame/VampireTheMasqueradeBloodlines'', where [[spoiler:the werewolf of Griffith Park]] breaks all the previously established rules of the game up to that point just to underline just how utterly, completely out of your depth you are when dealing with it. It has no health bar, takes no damage from anything you can throw at it (including OneHitKill Disciplines, which at least deal some moderate damage to other bosses) and even shrugs off the game's console commands. It ignores all forms of damage resistance (including god mode) and is mostly immune to the effects of [[TimeStandsStill higher levels of]] [[SuperSpeed Celerity]], giving you at best a short burst of ground speed to get away. Finally, it is scripted to teleport next to you [[BarrierBurstingBlow and destroy the nearest wall or roof segment to get at you]] [[OffscreenTeleportation whenever you lose sight of each other]], something no other boss can do.

to:

* Used for horror in ''VideoGame/VampireTheMasqueradeBloodlines'', where [[spoiler:the werewolf of Griffith Park]] breaks all the previously established rules of the game up to that point just to underline just how utterly, completely out of your depth you are when dealing with it. It has no health bar, takes no damage from anything you can throw at it (including OneHitKill Disciplines, which at least deal some moderate damage to other bosses) and even shrugs off the game's console commands. It ignores all forms of damage resistance (including god mode) and is mostly immune to the effects of [[TimeStandsStill higher levels of]] [[SuperSpeed Celerity]], giving you at best a short burst of ground speed to get away. Finally, it is scripted to teleport next to you [[BarrierBurstingBlow [[BarrierBustingBlow and destroy the nearest wall or roof segment to get at you]] [[OffscreenTeleportation whenever you lose sight of each other]], something no other boss can do.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Used for horror in ''VideoGame/VampireTheMasqueradeBloodlines'', where [[spoiler:the werewolf of Griffith Park]] breaks all the previously established rules of the game up to that point just to underline just how utterly, completely out of your depth you are when dealing with it. It has no health bar, takes no damage from anything you can throw at it (including OneHitKill Disciplines, which at least deal some moderate damage to other bosses) and even shrugs off the game's console commands. It ignores all forms of damage resistance (including god mode) and is mostly immune to the effects of [[TimeStandsStill higher levels of]] [[SuperSpeed Celerity]], giving you at best a short burst of ground speed to get away. Finally, it is scripted to teleport next to you [[BarrierBurstingBlow and destroy the nearest wall or roof segment to get at you]] [[OffscreenTeleportation whenever you lose sight of each other]], something no other boss can do.
Is there an issue? Send a MessageReason:
None


** In most games, you'll find equipment that can protect you from a variety of status effects and can even get items that will prevent instant death. Many of a BonusBoss can ignore your protection entirely and inflict the status effect on you anyway, making those items pointless to have.

to:

** In most games, you'll find equipment that can protect you from a variety of status effects and can even get items that will prevent instant death. Many of a BonusBoss {{superboss}} can ignore your protection entirely and inflict the status effect on you anyway, making those items pointless to have.



** Another curious case is the BonusBoss from the first game, Captain Deadbeard. All his abilities are the "cast" type, which means that you can cheese him off by [[AIBreaker simply keeping a Seal ailment on him, forcing the boss to use simple physical attacks on your party, one target at a time]].[[note]]What makes it interesting is that Cpt. Deadbeard is the ''only'' case in all three games of the series that's susceptible to this. It might get a lot of players by surprise, due to the very nature of this enemy: after so many mooks and bosses can NoSell the Seal status, why would the one guy, typically stronger than the FinalBoss, would fall for it?[[/note]]

to:

** Another curious case is the BonusBoss {{superboss}} from the first game, Captain Deadbeard. All his abilities are the "cast" type, which means that you can cheese him off by [[AIBreaker simply keeping a Seal ailment on him, forcing the boss to use simple physical attacks on your party, one target at a time]].[[note]]What makes it interesting is that Cpt. Deadbeard is the ''only'' case in all three games of the series that's susceptible to this. It might get a lot of players by surprise, due to the very nature of this enemy: after so many mooks and bosses can NoSell the Seal status, why would the one guy, typically stronger than the FinalBoss, would fall for it?[[/note]]
Is there an issue? Send a MessageReason:
None


* There was once an electronic Tic Tac Toe game in the Sydney Powerhouse Museum, which was literally impossible to win, thanks to this trope. The computer's flawed programming meant that it could override a box you had put your "O" in with one of its own "X"s, meaning that the computer would ''always'' win in three or four moves, no matter what you did.

to:

* There was once an electronic Tic Tac Toe TabletopGame/TicTacToe game in the Sydney Powerhouse Museum, which was literally impossible to win, thanks to this trope. The computer's flawed programming meant that it could override a box you had put your "O" in with one of its own "X"s, meaning that the computer would ''always'' win in three or four moves, no matter what you did.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** ''VideoGame/RedAlert3'': The AllSeeingAI is in full effect, with the AI being able to use superpowers even where they don't have line-of-sight or immediately send troops after isolated engineers.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In episodes 18 and 19 of ''Series/KamenRiderGeats'', the Jyamato that play in the Jyamato Ball game have abilities that stack them against the other Riders, namely that they can spawn in as many Jyamato and Jyamato Riders as needed and that the Rook Jyamato has the ability to launch the ball in play from the other end of the field to the goal where the Riders have to effectively play Basketball and American Football to get the ball to their goal.
Is there an issue? Send a MessageReason:
None


** A rare example that benefits the ''players'': in dnd, and, by extension, ''TabletopGame/{{Pathfinder}}'', Players can reach the LevelCap of 20 after only a year or two of adventuring in-game. However, there are numerous npcs that are hundreds or even thousands of years old that are less than level 20, despite having plenty of time to get there. With regards to ''Pathfinder'', WordOfGod has outright said that npcs don't use the same xp tables as pcs, and are just whatever level the plot requires.

to:

** A rare example that benefits the ''players'': in dnd, D&D, and, by extension, ''TabletopGame/{{Pathfinder}}'', Players can reach the LevelCap of 20 after only a year or two of adventuring in-game. However, there are numerous npcs that are hundreds or even thousands of years old that are less than level 20, despite having plenty of time to get there. With regards to ''Pathfinder'', WordOfGod has outright said that npcs don't use the same xp tables as pcs, and are just whatever level the plot requires.
Is there an issue? Send a MessageReason:
None


* Used liberally in ''VideoGame/ArmoredCore''. The player has to constantly balance their weapon's ammunition, their energy generator's reserves, and various sub-functions of the titular AC units. Despite ostensibly using the same parts and mechanics as you as they typically follow an identical ruleset, however, in select situations and missions the AI suddenly has infinite reserves of ammo and can infinitely boost around without overheating nor batting an eye. Another infamous case is that a shoulder-mounted heavy weapon will force the player to take a knee and potentially even manually aim it, locking you in place if you don't have particular heavy legs like quads or treads, while the AI will shoot at you with terrifying accuracy in the midst of overboosting their thrusters through the air and packing regular bipedal legs. Some of this is justified in-universe by the [[SuperSoldier Human-PLUS]] experiments that explicitly give the pilots advantages, and the player can acquire them through non-intuitive means (or cheats) in the early series; other cases are against a literal artificial intelligence explicitly cheating with non-usable parts and no human limitations. Most of the time, however, it's just the AI being a cheating bastard for the sake of a harder boss battle.

to:

* Used liberally in ''VideoGame/ArmoredCore''. The player has to constantly balance their weapon's ammunition, their energy generator's reserves, and various sub-functions of the titular AC units. Despite ostensibly using the same parts and mechanics as you as they typically follow an identical ruleset, however, ruleset in select situations and the Arena, however (to the point that HUD elements can be toggled to track these things specifically), in missions the AI suddenly has infinite reserves of ammo and can infinitely boost around without overheating nor batting an eye. Another infamous case is that a shoulder-mounted heavy weapon will force the player to take a knee and potentially even manually aim it, locking you in place if you don't have particular heavy legs like quads or treads, while the AI will shoot at you with terrifying accuracy in the midst of overboosting their thrusters through the air and packing regular bipedal legs.legs on an impossibly-pilotable Overweight AC that would be unusable for you if you tried to replicate them part-for-part. Some of this is justified in-universe by the [[SuperSoldier Human-PLUS]] experiments that explicitly give the pilots advantages, and the player can acquire them through non-intuitive means (or cheats) in the early series; other cases are against a literal artificial intelligence explicitly cheating with non-usable parts and no human limitations. Most of the time, however, it's just the AI being a cheating bastard for the sake It doesn't make them less of a harder boss battle.[[TheComputerIsACheatingBastard bunch of cheaters]], though, especially in missions with more than one AC fight where your resources dwindle fast while they hit you with full force non-stop.

Top