Linear Warriors, Quadratic Wizards: Difference between revisions

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{{trope}}
 
[[File:wizardsandmelees 9442.jpg|frame|"If by 'war gods' you mean '[[Game Breaker|flame spewing apocalypse in human form]],' then yeah."]]
 
{{quote|''Your wizard is like [[Pokémon|Magikarp]], except instead of [[Magikarp Power|Gyarados]] it evolves into [[Olympus Mons|Mewtwo.]]''|'''DivineDragoonKain''', User on [[GameFAQs]] Pen and Paper RPG board}}
|'''DivineDragoonKain''', User on [[GameFAQs]] Pen and Paper RPG board}}
 
{{quote|"As if it is OUR fault that they chose a class not capable of doing everything."|'''[http://www.giantitp.com/comics/oots0764.html Vaarsuvius]''', ''[[The Order of the Stick|Order of the Stick]]''}}
|'''[http://www.giantitp.com/comics/oots0764.html Vaarsuvius]''', ''[[The Order of the Stick]]''}}
 
''Melee classes gain power as they level up at a linear rate. Magic users gain power as they level up quadratically.''
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First off the idea that [[Reality Ensues]] for warriors 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 [[The Lord of the Rings|Gandalf]] or [[Forgotten Realms|Elminster]], or the [[Evil Sorcerer]] in the [[Evil Tower of Ominousness]]. Meanwhile the [[Conan the Barbarian|Conans]] and [[Beowulf]]s have the run of the place, being able to both solo and group. In essence, the mage players/character labor under the promise of a hard road with great rewards at the end.
 
Thirdly, there's more than a bit of [[Wish Fulfillment]] here. Gamers and by extension game designers tend to be geeks by definition. The idea that a wizard (generally a something of a brainy bookworm) may start out weaker then the [[Dumb Muscle]], but surpass them entirely in the end proving that its what you know not how strong you are holds a lot of inherent appeal. Especially to those that had a higher chance of running afoul of the real life [[The Bully|bullies]] and [[Jerk Jock|jocks]] who [[Kids Are Cruel|tore up their antique Tolkien]] or whatever.
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Attempts to keep warriors' capabilities "normal" are far less prevalent in works of Eastern origin, and so the trope has weakened slightly in the minds of the younger generation. The common result is [[Charles Atlas Superpower]].
{{examples}}
 
{{examples}}
== Anime &and Manga ==
* Played straight in the [[Nasuverse]]; anyone who can reasonably defend oneself will have: A) [[Superpowerful Genetics|supernatural and possibly divine blood]], or B) knowledge of [[Functional Magic|magecraft]]. Of course, then you have absolute terrors like [[Fate/stay night|Cuchulainn]] who know magecraft, are divine, can move, fight, and kill, faster than human eyes can track, and may have a [[Super-Powered Evil Side]].
** As Archer points out early on in the visual novel, "It's fine if you think I can only use bows...." He actually uses a kind of magic that lets him use a whole lot of swords all at once, including Saber's [[Wave Motion Gun|sword that fires energy blasts]].
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** It should be noted though that in season seven, Willow didn't lose her power. She just got more hesitant to use it, since there was a very real possibility of her going crazy and trying to end the world again.
** Buffy finally caught up in Season Eight {{spoiler|by becoming a [[Flying Brick]].}}
* The spirit of this is invoked in the ''[[Mitchell and Webb]]'' comedy sketch "[http://www.youtube.com/watch?v=zFuMpYTyRjw Angel Summoner and BMX Bandit]".
 
 
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** One key part of this is that 4E provides a basic standard power progression through the levels for all classes and that all classes advance at the same rate (the last point already held true in 3rd edition, but it's worth re-emphasizing). Specific added class or racial feature powers aside, every fifth-level character for example will have two first-level at-will, a first- and a third-level per-encounter, a first- and a fifth-level daily, and a second-level utility power at its core, period. Moreover, the effects of most individual powers remain largely fixed now instead of growing automatically more powerful with increasing character level, as often used to be the case with spells in earlier editions; the exceptions are mainly some class abilities that can't be swapped out for other powers in the course of the character's career as "standard" powers can, and the fact that the basic damage output of at-will attacks—which unlike encounter and daily powers don't come in levels higher than first—finally doubles upon reaching 21st (!) level in order to keep them competitive.
*** Unfortunately this started breaking with Player's Handbook 3, which started to shear away from the standard level progression, and shattered with the "essentials" line, which returned to the older model of having unique progressions for every class and making martial classes "simpler" to play...which obviated one of the major points of 4th Edition to begin with.
** Averted in 5th edition. Not because spellcasters and warriors gain power at the same rate, but because warriors now scale '''''less''''' than linear increase (their rate of offensive power increase halves after level 8 when attributes hit their [[Cap]]) while wizards still have quadratic scaling.
** In 5E, a lot of fans of 4E are screaming [[Ruined FOREVER]] over the fact that this trope has reared its ugly head once more. Fans of 3E are [[And the Fandom Rejoiced|Rejoicing]], [[Broken Base|of course]].
** ''[[D20 Modern]]'' is another 3.X variant. It tried to balance casting by making it so that all but the most basic casting was limited to prestige classes which even then could only reach level 10 and 5th level spells. This fails on a few accounts.
*** Firstly, magic is still very versatile even with the limited number of spells printed, indeed the spells that destroy evidence are often mandatory (corpses and piles of blood tend to raise questions in a modern setting but there's a clean spell that takes care of that in 6 seconds) and the base classes best suited to enter casting classes are the skill focused ones (so it's impossible for mundane skill focused characters to compete when mages start as said skill focused characters).
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* Played a hundred percent straight in very early (and now defunct) MMO ''Sierra's Realm''. Warriors at early levels could solo quest easily, dealing considerable damage and killing monsters rather speedily, whereas mages were next to worthless on their own, unable to so much as dent even the rats in the newbie zone. At higher levels, Warriors could still hold their own, though they required full suits of top-tier armor and high-end weapons all sporting as many enchantments as was possible in order to keep any sort of pace with the harsher monsters and possible PVP encounters. High level mages, on the other hand, were capable of obliterating absolutely anything in their path no matter what they wore - even completely naked, a high-end mage could wipe out the game's 'Boss' in only a few choice spells. Warriors were wise to keep their PVP flags permanently turned off, lest a stark nekkid mage toddle over and utterly vaporize them before they could so much as close to melee range.
* Many Roguelikes such as ''[[Angband]]'' and the original ''[[PLATO Moria|Moria]]'' (and their many variants) play this straight. Mages are hard classes to keep alive at first, but they become major death dealers by the endgame. Warrior-like classes are fairly easy to keep alive but don't deal as much damage in the endgame.
* The text-based RPG ''[https://web.archive.org/web/20131026002234/http://www.skotos.net/games/grendel/ Grendel's Revenge]'' had a rather interesting relationship with this trope through it's history. At first it was inverted, magical monsters were fairly balanced with young fighter monster for the first 50 or so levels, but the fighter monsters could get a host of passive, always on [[Status Buff]]s as well as timed ones from Leader monsters, whereas magical monsters had very few ways to get a status buffs at all. This got progressively worse since fighter monsters could wear better armor, get skills to boost their weapon skills (and the weapons gotten improves) while magical monsters could only wear a small selection of non-armor magical gear. At the 200+ level mark, fights between equal level solo magical and fighter monsters would be very hard for the magical monster's player since their attacks could not penetrate and they had no defense. Only by using sneak tactics like stunning, teleporting enemies into traps (which Builder clan mates had to prepare for the magical monster) and other means could they hold their own...all of which were not that effective against the fighter player to begin with, which ''still'' had very good resistances to these tactics. To make it worse, the maximum number of skills/powers/abilities was capped at '''7''', so magical characters could not get nearly as diverse a power set compared to fighters, and only [[Level Grinding]] to 700 could get you that far. Magical player outcries got so loud and exceedingly ''deconstructive'' (the game forum was for many months ''full'' of dissertations and long arguments on exactly how and why magical monsters had the raw end of the class system) that the designers made a series of wide ranging nerfs, buffs, and rebalances to fix the issue...which sometimes snowballed into creating other imbalances. It's worked, mostly, but the current state of game balance is unknown at this time.
** And ''don't'' get us started on game balance issues involving the non-combat classes!
* Played straight and later [[Inverted Trope|inverted]] in ''[[RuneScape]]''. Melee combat is the cheapest to use (literally requiring no equipment at first), while magic is extremely expensive. Once you've leveled up magic, however, it starts hitting harder and more consistently than melee. Past about level 50, however, melee takes over again as doing the most damage thanks to better weapons. The best magic spells (which allow freezing and leeching hitpoints) allow really good mages to still have the upper hand over warriors, but it takes a lot of skill. Of course, this is in [[PvP]] combat. When fighting NPCs, melee is the best 90% of the time due to the lower cost (cost is much less of a consideration in [[PvP]] as opposed to PvM) and faster speed, though magic does have its niches. Ranged combat falls somewhere in the middle, able to dish out a large amount of power without costing quite as much as magic. Its progression is much more linear, however.