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{{trope}}
At attack that has trouble hitting the broad side of a barn, but if someone ''does'' hit it with this attack, you'll need a new barn.
In the spirit of [[Competitive Balance]], there has to be a drawback for everything. In this case, it means that a powerful attack is more likely to miss
For clarity, as an sub-trope of [[Necessary Drawback]], this trope counts if an weapon or attack has an noticeably high probably of missing and is stronger than most of your arsenal. If it's solely the fault of the user, blame them for graduating from the [[Imperial Stormtrooper Marksmanship Academy]]. [[A-Team Firing]] is when this applies to '''everyone''' wielding the local equivalent of a rocket launcher. [[Awesome but Impractical]] is related to this if a more accurate and weaker attack turned out to be more reliable. [[Inverse Law of Sharpness and Accuracy]] is when attacks can't hit living beings because they'd be lethal or draw blood, yet are perfectly accurate against [[Mecha-Mooks|robots]].
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{{examples}}
== [[Anime]] and [[Manga]] ==
* In ''[[Attack on Titan (manga)|Attack on Titan]]'', most of civilization is sheltered behind a network of enormous walls in order to protect them from the occasional Titan. The cannons that are mounted on the wall have
== [[Film]] ==
* Fulton Reed from ''[[The Mighty Ducks (film)|The Mighty Ducks]]''
== [[Literature]] ==
* Rocket-powered artillery in the ''[[Sharpe]]'' series are so inaccurate that they're used as an instrument of terror rather than to actually kill people. However, the titular character gets around this by using them at close range in order to get their destructive results.
== [[Tabletop Games]] ==
* The Power Attack feat in all [[D20 System]] based games allows a character to raise their damage in exchange for lowering chance to hit. Since in most games using the system, accuracy raises automatically each level while damage does not, and two-handed weapons get a better than one-to-one conversion (getting 1.5 points of damage for every point of accuracy lost), it's considered mandatory for anyone who wishes to seriously engage in melee combat and doesn't have some alternative source of damage.
* Enforced by ''[[Mutants and Masterminds]]''. The combined accuracy and power of an attack can't exceed twice the series power level. The primary way around this is to make an attack also have an effect that also weakens the target's defenses (like a fire blast that also melts armor) since Weaken effects aren't touched by the cap. As a D20 game, Power Attack also exists and can be done by all characters by default, though there is no bonus for two-handed weapons.
* ''[[GURPS]]'' has an "extra effort" mechanic that allows you to trade skill for power
== [[Video Games]] ==
* ''[[Dragon Quest]]'': Whack, Thwack, and Kathwack are all recurring instant-death spells in the series. Aside from certain monsters being resistant to them, the only
* While most of the guns in ''Code Name: S.T.E.A.M.'' are manually aimed to the point where you usually hit what you aimed at, some of them are inaccurate by definition. But these weapons are generally in the realm of a [[Short-Range Shotgun]] in terms of range and damage.
** The Nail Gun and the Shotgun has a fairly wide spread, but they both deal more damage than the rifles at point-blank range and the Shotgun can occasionally stun enemies.
** The three saws that Shuriken Shot fires don't cause a lot of individual damage, and it's extremely impractical for long-ranged attacks on the basis that two of the saws will completely miss their target. However, their combined damage exceeds most of the secondary weapons.
** Dorothy's Toto Blaster fires a wave a bullets in a wide arc: Somewhat impractical in a gunfight, but perfect for dealing heavy damage to a Gunner (which has a massive weak point on its back).
* Gaige from ''[[Borderlands 2]]'' has a skill tree that begins with gradually increasing the damage dealt while decreasing her accuracy by a similar amount. And it can reach to the point to where she's hardly hitting anything, but the bullets that ''do'' hit can easily offset the accuracy penalty.
* ''[[Fire Emblem]]'':
** Generally speaking, the stronger a weapon is, the less accurate it becomes. This is particularly noticeable in ''[[Fire Emblem Elibe|The Binding Blade]]'' since in that game player units are underpowered and most weapons are quite inaccurate in the first place (e.g., a steel axe has a base 50% chance to hit, but 65% in the next game).
** And compared to swords and lances, axes are less accurate, but they're more powerful (the degree depends on which game is being played). Dark Magic and Thunder magic are also this way when the magic types differ.
** The Gamble skill increases critical hit rate while decreasing hit rate. It's only worth it on units that have perfect hit rates already.
** The Stoneborn from ''[[Fire Emblem: Fates|Fates]]'' tend to miss by a mile due to their abysmal Skill stat
* Pad from ''[[Nostalgia]]'' can learn a [[One-Hit Kill]] ability called "Dead Shot," which is significantly less accurate than the rest of his offensive attacks.
* True to their namesake, the Power Missiles in ''[[Twisted Metal]]'' hit harder than the Homing and Fire Missiles, but they're noticeably the least maneuverable of the three.
* ''[[World of Tanks]]'':
** SPGs (self-propelled guns) are prone to missing by an wide margin, on account of their shells harmlessly landing in front or behind their targets. But ''when'' they directly hit an tank from a favourable angle, the results can range from [[Scratch Damage]], simply taking a
** While there are many tanks that can equip a canon that fits this archetype, the KV-2 with the 152mm M-10T howitzer is infamous for: Shooting at the ground in front of an enemy tank who's 50 meters away from you, destroying most of the opposition it sees with a single high-explosive shell, severely crippling an enemy tank when said shell doesn't completely penetrates (which is common), and completely missing
* The Super Shell Pulse in ''Teenage Mutant Ninja Turtles 3: Mutant Nightmare'' is less accurate than the regular Shell Pulse in the sense that it's the four Turtles throwing an narrow blast of energy at an enemy as opposed to summoning a meteor that always hits its target.
* In ''[[Pokémon]]'', the "best" attack moves of a type has at least two candidates, one of "normal" power but perfect accuracy (unless accuracy is decreased by effect) and one of higher power but only 70-80% accuracy. Most serious players generally prefer the first, but the second is often needed to pass certain 1HKO thresholds or because a Pokémon simply can't learn the first one. Most moves that hit regardless of accuracy changes tend to have half (or less) the power of standard attacks.
** One particularly extreme example is High Jump Kick, which is very powerful at 130 attack (in [[Pokémon Black and White|gen V onward]]) and 90% accuracy. In exchange, if the user misses they lose half their total HP.
** And there's also the [[One-Hit Kill]] moves
== [[Real Life]] ==
* Barrel length in firearms allows the expanding gas more time to propel the bullet to speed, but longer barrels are harder (but by no means impossible) to make accurate. This generally isn't noticeable past R&D since almost anything that truly needs the accuracy will also need the increased range the faster bullet has.
** Early (
** The M14's 7.62x51 is far more powerful than the M16's 5.56x45 that replaced it (gradually enough to be seen alongside it), but the M14 was far more inaccurate. This was almost entirely a result of the M14 having absolutely ''dreadful'' accuracy than anything. This can be seen in scaled down 5.56 M14s (Mini-14) and the M16's 7.62 predecessor (AR10).
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[[Category:Pages Original to All The Tropes]]
[[Category:Competitive Balance]]
[[Category:Combat Tropes]]
[[Category:Power At a Price]]
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