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== [[Role Playing Game]] ==
* Nearly every single [[Eastern RPG|JRPG]] ever. This can be taken to extremes with optional bosses.
** In ''[[
*** Of course, continuing to play the trope straight, he seldom does over 200 damage as an enemy, but routinely does thousands as a party member. This is also one of the few games in which Confused allies do pathetic damage to each other-- seldom more than 20 or so, even at high levels and with the best weapons.
* The flash game ''Monsters' Den: Book of Dread'' plays this straight, but one might not notice it until the "end" boss(after that boss is endless play) {{spoiler|summons copies of you to his side. You can take them out in 1 or 2 swings if you've been playing right, but they're ''exact copies''. [[Oh Crap|So can they.]]}}
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** However, player characters are allowed to deal a lot of damage compared to their health. This had led to issues in [[PvP]] until they introduced a defensive stat called resilence, which reduces damage taken from other players significantly. Woe to those who step into a battleground without wearing resilience equipment.
** Blizzard has had to address this issue a few times in general. In the first expansion, stamina was put on nearly every item in bigger chunks than the other stats, and for Cataclysm, health pools are planned to grow a lot again to combat this creeping up in nearly every gameplay aspect.
* ''[[
* The original ''[[Ever Quest]]'' completely inverted it. Monster health and damage both scaled much faster than those of players. This was intentionally to force people to group constantly after the first few levels. It also caused the difficulty to scale into the stratosphere at the end game.
* ''[[Atlantica Online]]'' generally keeps everything on the same level, though monster health and damage depends on where they are. Only bosses are significantly stronger and thougher, to the point where most of the fight will be the players entire party against the boss alone. Even areas designed for groups of players house mobs about on par with the player's mercenaries, but you'll almost always face three parties of monsters at once.
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* [[Mon]] games in general tend to avert this for the same reason tactical RPGs do.
** The ''[[Monster Rancher]]'' series averts this trope even with the rare non-recruitable bosses. They have the same stat cap as any monsters you can raise.
* Most RPGs based on existing role-playing systems, like ''[[
* ''[[
* The ''[[Valkyrie Profile]]'' series averts this, occasionally inverting it, with some enemies doing just as much, if not more, damage per round to you, while some bosses will [[There Is No Kill Like Overkill|hit you for several times your maximum HP]] ''per round'' while you have to whittle away at them.
* By comparison to other games, ''[[Earthbound]]'' averts this, with most bosses being on the same level as you and your party. However, you still have the advantage, since your party has a rolling HP system; even if you take mortal damage, you still have a chance to fight and heal yourself before you fall.
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