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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.
 
This is seen most commonly in [[Role Playing Game|Role Playing Games]]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]].
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