Power Equals Rarity: Difference between revisions

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That's not the case with games, though. Generally, for balancing purposes, the more powerful an item/mon/etc. is in a game, the harder it is to find. While various reasons are given in the plot (if at all) as to ''why'' these things are so rare, in the meta-sense, it's for balance. If the player has unlimited access to game-changing stuff, then the game is tipped entirely in their favor.
That's not the case with games, though. Generally, for balancing purposes, the more powerful an item/mon/etc. is in a game, the harder it is to find. While various reasons are given in the plot (if at all) as to ''why'' these things are so rare, in the meta-sense, it's for balance. If the player has unlimited access to game-changing stuff, then the game is tipped entirely in their favor.


This is seen most commonly in [[Role Playing Game]]s, both tabletop and video, so that the character/party doesn't get so powerful the [[Big Bad]] is killed off as fast as a mook, and in collectible games, so that not every player has a game-breaker, and the number of game-breakers out there are limited. Sometimes, the rules of a game specifically will limit an item/mon/card/etc. to only one per player (often retroactively, once it comes to light that the object in question is [[So Good Its Banned]]).
This is seen most commonly in [[Role-Playing Game]]s, both tabletop and video, so that the character/party doesn't get so powerful the [[Big Bad]] is killed off as fast as a mook, and in collectible games, so that not every player has a game-breaker, and the number of game-breakers out there are limited. Sometimes, the rules of a game specifically will limit an item/mon/card/etc. to only one per player (often retroactively, once it comes to light that the object in question is [[So Good Its Banned]]).


Generally speaking, people have come to associate rarity with power, and vice versa. In any collectible game which have common, uncommon, and rare items, it's generally understood that the rarer individuals ''should'' be the most powerful; mechanics which would only be okay as a rare are considered incredibly powerful as uncommons, for example. Even in games where the creators actively say that rarity means crap in relevance to power, people will ''still'' associate rarity with overall power, [[Promotional Powerless Piece of Garbage|even when]] [[Junk Rare|it isn't]]. In certain TCG formats, the disproportionate distribution of power between the common and rare cards could lead to [[Fake Balance]].
Generally speaking, people have come to associate rarity with power, and vice versa. In any collectible game which have common, uncommon, and rare items, it's generally understood that the rarer individuals ''should'' be the most powerful; mechanics which would only be okay as a rare are considered incredibly powerful as uncommons, for example. Even in games where the creators actively say that rarity means crap in relevance to power, people will ''still'' associate rarity with overall power, [[Promotional Powerless Piece of Garbage|even when]] [[Junk Rare|it isn't]]. In certain TCG formats, the disproportionate distribution of power between the common and rare cards could lead to [[Fake Balance]].
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** And sometimes, there were cards that were made useless. Harpy's Feather Duster and Gryphon Wing are a very [[Egregious]] example. Harpy's Feather Duster is a pretty ''nasty'' card that wipes out your opponent's magic and trap cards. Gryphon Wing, meanwhile, counters it so that whenever they play it, it backfires and wipes out their ''own'' cards. Gryphon Wing came in a starter deck, whereas Harpy's Feather Duster usually came with Game Boy Advance game or from a promo... so what was the point of having Gryphon Wing?
** And sometimes, there were cards that were made useless. Harpy's Feather Duster and Gryphon Wing are a very [[Egregious]] example. Harpy's Feather Duster is a pretty ''nasty'' card that wipes out your opponent's magic and trap cards. Gryphon Wing, meanwhile, counters it so that whenever they play it, it backfires and wipes out their ''own'' cards. Gryphon Wing came in a starter deck, whereas Harpy's Feather Duster usually came with Game Boy Advance game or from a promo... so what was the point of having Gryphon Wing?
** The Crush Card Virus is almost synonymous within the community for it's rarity and power. It was so rare that in a booster pack with 3 guaranteed ultra rares, it was stated to only occur once in every 10 packs (and rumored to only being printed once every 75 packs). These packs were usually valued at 35 dollars as well, making it quite a stroke of luck to pull one of these. As for power? It could completely destroy your opponent's hand and field of any strong monster, for the next three turns for a comparatively tiny cost.
** The Crush Card Virus is almost synonymous within the community for it's rarity and power. It was so rare that in a booster pack with 3 guaranteed ultra rares, it was stated to only occur once in every 10 packs (and rumored to only being printed once every 75 packs). These packs were usually valued at 35 dollars as well, making it quite a stroke of luck to pull one of these. As for power? It could completely destroy your opponent's hand and field of any strong monster, for the next three turns for a comparatively tiny cost.
* In ''[[Dungeons and Dragons]]'', though the rules are set basically by the [[Game Master|DM]], there are a group of items called "artifacts" which are said to be very, very rare, and literally can warp reality. These are perceived as so rare that they don't have any effective gold piece value listed. In general, too, the more powerful items are limited by DM's so as to make sure the party doesn't go around killing Great Wyrm Red Dragons in a single turn.
* In ''[[Dungeons & Dragons]]'', though the rules are set basically by the [[Game Master|DM]], there are a group of items called "artifacts" which are said to be very, very rare, and literally can warp reality. These are perceived as so rare that they don't have any effective gold piece value listed. In general, too, the more powerful items are limited by DM's so as to make sure the party doesn't go around killing Great Wyrm Red Dragons in a single turn.
** Supposedly it's this way. In practice, many if not most of the "artifacts" are actually little more than decent but normal magic items with no real special effect. Many others can be replicated with existing spells, and most of those which are really unique are only a little more effective than a "normal" magic item counterpart.
** Supposedly it's this way. In practice, many if not most of the "artifacts" are actually little more than decent but normal magic items with no real special effect. Many others can be replicated with existing spells, and most of those which are really unique are only a little more effective than a "normal" magic item counterpart.
** In fantasy worlds in general, this trope often applies. This is because, unlike powerful technological weapons, magic weapons often CAN'T be mass produced. They take too much power and energy and effectively have to be hand-crafted.
** In fantasy worlds in general, this trope often applies. This is because, unlike powerful technological weapons, magic weapons often CAN'T be mass produced. They take too much power and energy and effectively have to be hand-crafted.
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** The effects are much more pronounced in co-op play, possibly to cut down on infighting.
** The effects are much more pronounced in co-op play, possibly to cut down on infighting.
* The same as above happened in ''[[Hellgate:London]]'', although this was more of a case of 90% of the gear being worthless to you.
* The same as above happened in ''[[Hellgate:London]]'', although this was more of a case of 90% of the gear being worthless to you.
* ''[[Earthbound]]'' has one particularly glaring one, the Sword of Kings, the only weapon Poo can use effectively can only be obtained from one enemy, which is only available temporarily, in one dungeon, and it has a drop rate of 1/128.
* ''[[EarthBound]]'' has one particularly glaring one, the Sword of Kings, the only weapon Poo can use effectively can only be obtained from one enemy, which is only available temporarily, in one dungeon, and it has a drop rate of 1/128.
** Less notorious but even worse to get is the Gutsy bat. 1/128 droprate dropped by the strongest single enemy in the game, the Bionic Kraken. Also extremely rare, spawns in only one place so you'll probably go through the entire game without seeing one, and so close to the end of the game that all you can use it for is the final boss. It is satisfying to see every other hit be a [[Critical Hit|Smaaaaash!]] though.
** Less notorious but even worse to get is the Gutsy bat. 1/128 droprate dropped by the strongest single enemy in the game, the Bionic Kraken. Also extremely rare, spawns in only one place so you'll probably go through the entire game without seeing one, and so close to the end of the game that all you can use it for is the final boss. It is satisfying to see every other hit be a [[Critical Hit|Smaaaaash!]] though.
* Most weapons in the ''[[Disgaea]]'' series can be of common, rare, or legendary quality ([[Infinity+1 Sword|The best weapon]] of each type is always legendary). The better the quality, the better the item's base stats will be, and the degree to which its stats can be boosted in the Item World will be much higher, as well.
* Most weapons in the ''[[Disgaea]]'' series can be of common, rare, or legendary quality ([[Infinity+1 Sword|The best weapon]] of each type is always legendary). The better the quality, the better the item's base stats will be, and the degree to which its stats can be boosted in the Item World will be much higher, as well.
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[[Category:Game Tropes]]
[[Category:Game Tropes]]
[[Category:Weapons and Wielding Tropes]]
[[Category:Weapons and Wielding Tropes]]
[[Category:Power Equals Rarity]]
[[Category:Power]]
[[Category:Power]]
[[Category:CRPG Tropes]]
[[Category:CRPG Tropes]]
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