Linear Warriors, Quadratic Wizards: Difference between revisions

m
Mass update links
m (rewriting links: Wo W=>WoW)
m (Mass update links)
Line 27:
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 [[Power At a Price|restrictions on magic itself]], the two classic examples being the [[Mana]] mechanic or the even more restrictive [[Vancian Magic]]. Both of these serve to cap how often a wizard can cast spells. Preventing casting spells whilst 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 [[Squishy Wizard|Squishy]]. Others involve sanity and [[Karma Meter|corruption]] systems, or making the casting of a spell a tactically debilitating act.
 
As you can imagine, players who specifically chose wizards and worked hard to keep them alive with the promise of great power for their effort can be...upset by this game balancing [[Nerf|Nerfing]], unless [[Unpleasable Fanbase|(and sometimes especially because)]] it also beefs up wizards at low levels. The solution is rarely to [[Power Creep, Power Seep|power up]] warriors while only slightly depowering wizards generally because, at least in the West, there's an expectation that the warrior be a [[Badass Normal]] that you can more easily imagine that you could become with enough effort.
 
These fixes can result in or from some pretty strange logic and situations. Sure, the wizard can do more amazing and effective stuff than the warrior can, but the warrior can do his less impressive things indefinitely! That makes up for it, right?... Well, sometimes. A tough flurry of [[Random Encounters]] can suck a mage's supply of game breaking magic, which will [[Too Awesome to Use|force them to save a bit of juice]] for that final boss, and not waste their power. But in some games, wizards can recover their magic faster as they level up, and other games have infinitely available elixers that recover magic quickly. Still other times, you end up with the opposite problem, wizards whose capacity to fight is so restricted that you wonder why the warriors even bother to bring them along (when this makes sense, it's because of the [[Inverse Law of Utility and Lethality]] being applied).
 
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 & 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 (Visual Novel)|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]].
* Inverted in ''[[Fist of the North Star]]'': Hokuto Ryuuken is a variant style of Hokuto Shinken which heavily uses magic at the base of its style, as [[Charles Atlas Superpower|opposed to breath control and push-ups]]. And it's still stated to be explicitly inferior to Hokuto Shinken, to the point where Kenshiro doesn't even bother to [[Mega Manning|copy techniques]] from the school.
Line 84:
*** One notable example would be the Holy Word cleric. It's a no save spell that allows you to paralyze anything that is five levels below your caster level, which is normally your class level, with no save (and kill anything ten levels below you, but paralyzation = death anyway). Just with the core books, a cleric can get + 6 to his/her caster level, so anything that isn't more than two levels higher than them is going to be paralyzed more than long enough to die. With other books, you can specialize and get as much as + 35 to caster level, which means that you can instantly kill anybody within earshot who doesn't happen to be 40 levels above you. Nothing would survive. (Luckily, the DM can get around this by making his enemies good aligned, but there is also [[Evil Counterpart|a spell that is Holy Word, but for killing good aligned people.]]). Less an issue of a specific rule failure than a design decision. High-level spells often offer no chance to avoid. This was originally why Magic Resistance was introduced. Again, one feature ran into another.
** Another strange design decision was giving clerics access to heavy armor and most shields. This combined with two feats (Persist Spell and Divine Metamagic: Persist Spell) and one item (the nightstick, usually in multiples) allows a cleric to, at the cost of one spell slot per day, be every bit as effective as a fighter in melee while ALSO being able to call on nearly unlimited divine power.
*** The history here is a bit muddled. Clerics (or Priests in earlier editions) always had access to good armors, but no good offensive abilities, magical or martial. The common complaint is that they couldn't do anything well except heal and maybe tank a little, so they were given huge upgrades in both their magical abilities and their martial abilities (generally requiring magical augmentation) in 3rd edition. At first glance this didn't appear unbalanced, especially since most players would tend to either heal all the time anyways or make reasonably effective (but not to the point of replacing Fighters) melee fighters. The real brokenness comes in two flavors. First, creative uses of certain spells and feats (such as the aforementioned Divine Metamagic: Persist Spell) allowed spellcasters in general to break the game wide open. Second, even if you restrained these ridiculous abuses Clerics (and Druids) ended up by far the most versatile class, easily switching from tank, to healer, to controller etc. Ultimately the later is the reason they are largely regarded as stronger than Wizards and Sorcerers; if you allow all the insanity arcane spellcasters are stronger, especially with the multiple Prestige Classes like <ref> from ''Complete Arcane'' -- one of ludicrously overspecialized ones... but in extremely powerful [[EverythingsEverything's Better With Rainbows|prismatic]] spells</ref> and <ref>[[Forgotten Realms (Tabletop Game)|Forgotten Realms]] class updated back from early AD&D2 that ''specializes in'' trouncing wizards and fiends</ref>, but even if your DM restricts those abuses CoDZilla is very strong. This was fixed in 4th edition, but at the cost of removing most of the abilities spellcasters previously had.
** Notably, Evil-aligned Clerics tend to make better Necromancers than Necromancers themselves. A specialized Wizard must surrender the ability to cast spells from two other schools of Arcane magic in order to receive said specialization, which confers only one extra spell from their specialized school per day and a +2 bonus to Spellcraft checks. Evil clerics, solely so that the mechanic that the ability of a Good-aligned (or, rather, Positive Energy-channeling) Cleric to turn or destroy undead has its [[Evil Counterpart]], to rebuke or COMMAND undead. Most incorporeal undead also have a standard touch attack that afflicts ability drain, which can be a [[Game Breaker]] even at higher levels. What's worse? Some undead [[Viral Transformation|create spawn]]... and ''control it''. <ref>. Suppose an Evil Cleric encounters one Wraith. Wraith's touch attack drains points from the Constitution score, upon which a character's Fortitude save (the thing most likely to save you from Instant Death attacks) and Hit Points have their basis. Upon Con being reduced to 0, a character dies and its soul rises as a Wraith ''already under the control of the first Wraith'' within turns. So all Evil Cleric need do to start his own self-propagating army of health-draining, incorporeal, soul-devouring undead is to control SAID FIRST WRAITH</ref>.
** Druids are another example, able to combine the devastating Natural Spell feat with their animal forms, allowing them a melee presence on par with the strongest warriors while ''losing none of their casting power.'' Worse, at higher levels they can change form several times a day; morph into an eagle, rain lightning and fire on the enemy from safely out of reach, land, morph into a dire bear, wade into melee...and all while their animal companion is busy doing the fighter's job.
Line 90:
*** Actually druids can get overpowered in so many ways that they might choose their way of bringing destruction to the world: First of all they're two in one - animal companion might be as useful as another fighter in the group or a tank for solo fighting. Secondly the spells - core spell list gives a druid wide range of destructive spells - from lightning and firestorm to earthquakes and elemental storms. Every single supplement introduces new spells and if you make your DM accept this "expanded" list you're walking god of destruction whose enemies die from single looking at you. Next comes your summoner option - at higher levels you can bring your own army of elementals, fae and animals to battle for you and they can also be empowered thanks to supplemental feats and spells. Finally druid's trademark ability to wildshape allows them to develop as plot demands - scout as an eagle, swim as a shark, maul enemies as a dire bear (sacreficing your armor bonuses for ability boosts). Did I mention that 3.5 allows you to use metal weapons and certain deity allows druid to wear metal armor? Now add wild property or attach wilding clasp to your amulets and you don't loose your armor bonuses in wild shape. To go even further - there are multiple prestige classes to empower those abilities - from Warshaper's ridiculous wildshape bonuses to Planas Shepherd total overkill in all the ways.
** The supplement ''Tome of Battle: Book of Nine Swords'' caters to those who prefer their warrior-types more superhuman. The ''Tome of Battle'' classes have received a [[Broken Base|mixed reception]]. It's either a step in the right direction, or growing existing [[Animesque]] trend into "Weeaboo Fightan Magic", or melee combatants' rebalance simply doesn't change much in comparison to CoDzilla or Wizards in the first place.
** Averted in 4th edition, which defines "martial powers" alongside "arcane powers" and "divine powers" -- the warrior-types get more powerful abilities as they go up in level, too, and balance was a key goal. [[Unpleasable Fanbase|A lot of complaints]] that the game is no longer ''D&D'' or [[They Changed It, Now It Sucks|has turned into a video game on paper]]. You may have noticed above that ''Tome of Battle'' way of circumventing this problem was far from unanimously accepted even ''without'' extra radical changes. As shown in one of their cartoons, Wizards [[Creator Backlash|doesn't think much of the people who make complaints like this]]. As is routine, min/maxers did what they do best and found the [[Game Breaker|Game Breakers]].
** 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.
Line 138:
** Actually any character could outclass a Mage as far as damage was concerned if they developed poison making and had several kinds of poison bombs, since the bombs had no casting time, decent [[Area of Effect]], high fixed damage and low cooldowns. What made mages so good were [[Game Breaker]] spells with awesome utility like {{spoiler|Force Field, Crushing Prison and Cone of Cold}}. Though the fact that they could cast spells like Storm of the Century and Miasmatic Cloud and kill enemies before they ever even closed with the party (and in some cases before they could even think about ENGAGING with the party) certainly didn't hurt.
*** In addition, the Arcane Warrior class lets a mage be a far better tank than any warrior. They do less damage per second than blaster mages and even less damage than regular warriors, but by the end of the game they can have something like twice the armor value of a warrior, maxed out elemental resistances, and absolutely ridiculous bonuses to resist getting knocked down/frozen/etc.
** ''[[Dragon Age 2]]'' tries to avert this by making all the classes more balanced. Mages are a lot better at killing groups of weaker enemies, but [[The Archer|archer]] Rogues are nearly as good once you get a few attack speed boosts, [[Dual -Wielding|two-weapon]] Rogues are better at killing single foes, and Warriors' getting more area-of-effect attacks and getting even tougher really allows them to take over the pedestal of most powerful class.
*** Though in Nightmare Mode all the melee characters become much less useful due to friendly fire, forcing the party back to a warrior for tanking, a ranged rogue for opening chests, and two wizards for stunning as many bad guys as possible while you deal with the enormous hordes of powerful enemies.
* While ''~Baldur's Gate~ II'' does play this trope straight, with Wizards (and other such spellcasters) being much more versatile and broken than anything else in the game, it also avoids taking it as far as some examples; strong fighters at high-levels can very quickly tear most mages apart after getting through their defenses, let alone [[Mooks]], as well as shrugging off most attacks. So a balance of both is still very helpful later on.
Line 145:
** Though, at least in 7, fighters are still quite impressive assuming you're willing to get in close range with that Blaster-spamming Robot. There are plenty of impressively powerful artifact weapons that will let you hit for hundreds of damage.
* An unusual case of this trope being averted in ''[[Skies of Arcadia]]'', which becomes far more apparent later in the game. [[Fragile Speedster|Aika]] and [[Squishy Wizard|Fina]] learn magic rather quickly and Fina is the most powerful spell caster out of the six main characters. However, melee weapons become more diverse in effect (i.e [[Standard Status Effects]], plus elemental powers depending on the color you pick for the weapon) later in the game, and melee specialists, namely [[The Hero|Vyse]] and [[Badass Grandpa|Drachma]], will ''greatly'' out-power magic by the time the player reaches Dangral Island. Taken even further when more "boxes" and crystals with spells become available to buy (for low prices no less), and most of them are more powerful than any party member with high magic stats.
** Also, magic draws from the pool of "Spirit Points", as do Super Moves, that the party members share. Items with spells in them do not have this setback, making the player rely on the also-much-more-useful Super Moves. An example would be the "Curia" [[Yin -Yang Bomb|Silver]] Spell, which cures one person of any [[Standard Status Effects]]. Fina has ''two'' Super Moves that are better than this: "Lunar Cleansing" to cure ''everyone'' of [[Standard Status Effects|SSE]], and "Lunar Light," which does the same but can also resurrect those that were knocked out.
* In the ''[[Kingdom Hearts]]'' series:
** In the first half of ''[[Kingdom Hearts (Video Game)|Kingdom Hearts]]'', [[Donald Duck]], the party mage, is all but useless because of his [[Squishy Wizard|squishiness]] and the relative weakness of his spells (except Heal, everyone loves Heal), while Goofy, the party bruiser, is great at bashing stuff from the get go. Because of this, many players will just switch the duck out in favor of the [[Guest Star Party Member]] of whatever world you're on. Later in the game, though, because of [[Leaked Experience]] and the new spells you acquire, Donald becomes a force to be reckoned with, and becomes the preferred party member to keep on while Goofy winds up dying a ''lot''. (But he still ''does'' have MP Gift).
** Somewhat averted in ''[[Kingdom Hearts: 358 Days Over 2 (Video Game)|358/2 Days]]''. While magic strength is also dependent on weapons (gear) equipped, and unlike most Square-Enix games where "Fira" is simply an upgraded "Fire" and so on, the spells scale with levels and have different effects, (Cure heals you, Cura regenerates health over time, Curaga creates a field that heals everyone within it over time) the mage characters may often wind up attacking during Mission mode because there is ''no'' limitation on how many times you can do that and enemies resist magic. But there are still heartless who have massive weaknesses to certain spells, and guess who you'll want with you during the missions where they show up?
** Played relatively straight in ''[[Kingdom Hearts II (Video Game)|Kingdom Hearts II]]''. Picking the Magic-based build during the introduction segments will be a disadvantage early on (especially since you start with absolutely no spells), but sticking with it will make your magic noticeably more powerful toward the end of the game. Conversely, choosing the offense or defense builds don't make a huge difference in the damage you give/take in the long run. If you DO pick Magic as your main focus, you'll be able to shave off multiple health bars from endgame Nobodies in a magic combo, your Explosion finisher (which bases damage on Magic) becomes even ''more'' of a [[Game Breaker]] than it is with a physical build, and [[Beehive Barrier|Reflega]] [[More Dakka|turns anything foolish enough to challenge you into Swiss cheese in a single cast]]. Should you use Magic while in Final form with a Magic build, [[Kill 'Em All|you'll see this trope at it's prime]].
** And in ''[[Kingdom Hearts Birth By Sleep (Video Game)|Birth by Sleep]]'', it's played straight, but not in the way that you would expect. [[Mighty Glacier|Terra]], [[Fragile Speedster|Ventus]], and [[Squishy Wizard|Aqua]] are arguably equally powerful given [[Dishing Out Dirt|their]] [[Blow You Away|unique]] [[Making a Splash|skills]]. The characters differ not just in power levels but in leveling up and learning curve. Terra is the easiest to learn due to having higher HP quicker and being more melee oriented, something that most people familiar with the ''[[Kingdom Hearts]]'' series would know. Ventus meanwhile is also primarily a melee, but is faster and has a steeper learning curve than Terra, but not by much. Aqua meanwhile is primarily ranged fighting (something people who aren't magic enthusiasts or fans of Xigbar in ''Days'' probably aren't used to) and has a steeper learning curve, but she levels up faster than Terra and Ventus do at parts of their respective campaigns. So not only has [[Tetsuya Nomura]] [[Word of God|stated his recommendation]] to play through with the Terra -> Ventus -> Aqua order will make sense story-wise, but also, gameplay wise. Some fans have said that Terra is easy mode, Ventus is standard, and Aqua is Proud/Hard mode (however, there is a [[Harder Than Hard|critical mode]] being added into the international release).
* Zig-Zagged in the [[Tales Series]]. It really depends on the game you're playing; in some the mages are more powerful (''[[Tales of Destiny (Video Game)|Tales of Destiny]] II'', ''[[Tales of Eternia (Video Game)|Tales of Eternia]]''), in others fighters are more powerful (''[[Tales of Legendia (Video Game)|Tales of Legendia]]'', ''[[Tales of Destiny (Video Game)|Tales of Destiny]]'') but in just about all of them, you basically need both since the games are often balanced enough that both become powerful end-game. Essentially; fighters aren't limited by casting times but mages have utility.
Line 167:
*** White Mages are actually better tanks than fighters. They have the Ruse spell, which raises evade by 80. Cast it a couple of times and almost no enemy can hit you. With careful leveling, they can do damage comparable to fighters.
*** 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.
*** Played more or less straight in the [[Enhanced Remake|GBA remake]], though. Unless you get the [[Infinity Plus One+1 Sword|Ultima Weapon]], at which point Warriors become gods.
**** Even more reversed in the PSP and Iphone Remake, where Warriors get Barbarian Swords...which is ALWAYS even MORE powerful then the Ultima Weapon, while the best the Black Mage gets is...a shiny new dagger. However, the lack of new effective offense spells makes Mages incredibly useless as anything besides support, especially since endgame Red Mages can do anything the Black Mage can, and more.
** ''[[Final Fantasy III (Video Game)|Final Fantasy III]]'' has a rather tiered class system, with everyone pretty much evening out in the end with Ninjas and Sages being the most powerful classes overall; although ninjas can attack all day long, Sages and Summoners only have a finite amount of spells. Of course, the Sages are [[Nerf|Nerfed]] considerably in the DS remake, and they're rather generous with how much spells you can use...plus one can literally dual-wield staves.
Line 204:
** Completely subverted in Nocturne though, as there, magic attacks actually get weaker the higher your level is, whilst physical attacks get stronger with level.
*** And nevermind the fact that you can only reliably damage the [[True Final Boss]] with physical attacks.
** Newer games, notably ''[[Devil Survivor (Video Game)|Devil Survivor]]'', seem to either [[Subverted Trope|subvert this]] or [[Inverted Trope|invert it completely]]. Sure, magic is useful at the start to get some extra turns, and can be ''brutally'' powerful when dealing raw damage, but later on physical-based Skills and normal attacks can be greatly improved by passive Skills, ending up on skills that hits ''hard'' all enemies multiple times, debuffing them with many [[Standard Status Effects]], breaking the [[Elemental Rock -Paper -Scissors]] with extremely high Critical chance while not consuming your precious MP.
* [[Defense of the Ancients]]: Inverted with style. Early game is rocked by mages, late-game a single warrior can take out five mages.
* In [[League of Legends]], linear- and quadratic-ness depend entirely on the champion you are playing: unlike DotA, spellcasters DO scale with items. As a general rule of thumb, carries are moderately strong early and mid and dominate late, but tend to be very squishy to compensate, casters (including physical casters) are strong early and mid game, but fall off late and assassins are weak early, but dominate mid game and are still a threat late. Played straight with bruisers, who are generally strong in early and mid game, but lose effectiveness as enemy champions gain the means to actually take them down.
Line 237:
* Used to a degree in [[Dawn of War]] 2: Retribution with the Chaos campaign. The Chaos Sorcerer, Neroth, is frustratingly useless early on. You will lose count of how often you've had to stop and drag his [[Squishy Wizard]] rump off the ground. However later in the game with the right skills and equipment, he can decimate entire hordes of enemies single handedly, firing off two massive clouds of doombolts for a single casting or sending three huge fireballs at the enemy, automatically firing off flurries of doombolts periodically and more depending on what spells you've given him. However your other heroes can thankfully still hold their own towards the end.
* The [[World of Mana]] has a love/hate relationship with this trope, depending on what game you're playing.
** [[Final Fantasy Adventure]], despite its [[One -Man Army|single character focus]], did its best to keep weapons and magic in separate worlds - some creatures were best defeated with spells, some were best defeated with brute force, and rarely did one overpower the other.
** [[Secret of Mana]] embraces this trope to its fullest; while the magicless Boy is easily the strongest damage dealer early on, he falls to the wayside as soon as the Girl and Sprite gain their various elemental spells.
** [[Seiken Densetsu 3]] eliminates the problem by allowing everybody to become [[Magic Knight|Magic Knights]]; while [[Mighty Glacier|Duran]] and [[Squishy Wizard|Angela]] follow this trope to a T, the other characters are mostly on an even playing field. The trope is also played in-story in Duran's case, as he seeks out the [[Sword of Plot Advancement|Sword of Mana]] to defeat an especially powerful wizard.
Line 258:
** And during the second battle against the Linear Guild, the [[Fan Nickname|CoDzilla]] idea of overpowered clerics and druids was explored when the gnome druid was able to take on half the Order, and only the cleric Durkon was able to match him in both physical and magical combat.
* Richard in the [[Looking for Group]] comics is insanely overpowered. It's less clear with the others, but most magic users do seem to have an edge on non-magic users.
* In ''[[Sluggy Freelance]]'' both Torg and Gwynn have [[Took a Level In Badass|Taken Levels in Badass]] over the course of the series: Torg has gotten pretty good at sword-fighting, while Gwynn has learned witchcraft. Gwynn's powerup [http://sluggy.com/comics/archives/daily/090202 has clearly surpassed Torg's], and is really only kept in check by the fact that Gwynn still worries that using too much magic will unleash a [[Super -Powered Evil Side]]. She ''did'' learn every spell she knows from [[Tome of Eldritch Lore|Book of]] [[Names to Run Away From Really Fast|E-Ville]], afterall.
 
== Web Original ==
Line 271:
 
== Real Life ==
* If humans are the [[Squishy Wizard|Squishy Wizards]] of nature, then we are in a serious Linear Warriors Quadratic Wizards situation. A life-form can have [[Big Badass Bird of Prey|awesome wings and talons]], or [[Panthera Awesome|deadly claws and fangs]], or [[EverythingsEverything's Even Worse With Sharks|have super-swimming skills and scary teeth]], or even be [[EverythingsEverything's Worse With Bears|big and muscle-y and terrifying]]...or it can be [[EverythingsEverything's Better With Monkeys|pathetic at all of the above with a giant brain]] and the [[My Brain Is Big|potential to grow a bigger brain]]...and [[Humans Are Special|end up]] eating everything else as delicacies. We basically rule over pretty much every other living creature on the planet with an iron fist. [[The Singularity|Who knows where it will end?]]
** Even better, soldiers have been kicking ass since the first wedge became the first knife...then [http://en.wikipedia.org/wiki/J._Robert_Oppenheimer this guy] figured out how to [[Nuke 'Em|flatten a city with a single bomb]]. [[Jerk Jock|Jerk Jocks]] have been attempting to drown nerds in toilets ever since; break 'em when they're young, or muscles will [[The Singularity|truly become redundant!]]
** Speaking of physicists, to quote ''[[Mass Effect]] 2'', "Sir Isaac Newton is the deadliest son of a bitch in space." Throwing stuff ''really'' hard and counting on it not slowing down may be a warrior move, but it took a wizard to come up with it (and more wizards to implement it).
* Education. The more you get, the longer you wait to start your career, and the more you'll be living on Ramen Noodles. But the earning power of a bachelor's degree is considerably higher than a high school diploma, and a Phd makes a bachelor's look like nothing. In comparison, you could run around and lift weights, hoping for a sports scholarship or to join the military, but even if you succeed, that's a capability that will ''decrease'' in value as time passes and your body breaks down. And in the military, you'll never make officer unless you finish your education, meaning once you get hurt badly enough it's the trailer park for you.
Line 289:
[[Category:Wizards and Witches]]
[[Category:Linear Warriors Quadratic Wizards]]
[[Category:Trope]][[Category:Pages with comment tags]]