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* Most of the villains in ''TabletopGame/SentinelsOfTheMultiverse'' have strategies to dealing with them, and while they may get lucky plays that screw you, there are ways to mitigate it. Not so much with Wager Master, who constantly drops in new win and loss conditions. It's not unheard of for Wager Master games to end in victory or defeat ''before the heroes even get a turn''. Kaargra Warfang also has a bit of a reputation as this, given the vagaries of the Favor and Title systems, but WM is the most notorious.


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* ''TabletopGame/MagicTheGathering'': This is why Wizards discontinued using the Fear and Intimidate mechanics (Fear makes creatures unblockable except by black or artifact creatures, Intimidate is the same but with artifacts or creatures that share a color with the attacking creature). In both cases, the mechanic will either do virtually nothing or be a borderline GameBreaker, depending on what colors your opponent is running. And worse, there is no effective way to counter the mechanic in mid-play, since the only counter is to change the colors of your deck.
* Most of the villains in ''TabletopGame/SentinelsOfTheMultiverse'' have strategies to dealing with them, and while they may get lucky plays that screw you, there are ways to mitigate it. Not so much with Wager Master, who constantly drops in new win and loss conditions. It's not unheard of for Wager Master games to end in victory or defeat ''before the heroes even get a turn''. Kaargra Warfang also has a bit of a reputation as this, given the vagaries of the Favor and Title systems, but WM is the most notorious.
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* ''VideoGame/GHOSTSquad''[='=]s third mission has a prompt where you must pick from one of three cottages in hopes of finding [=McCoy=], who has been kidnapped by the terrorists. One cottage holds him and will end the segment without further resistance, one cottage has a few enemies to shoot and a [[HostageSpiritLink hostage that you shouldn't shoot]], and one cottage has a Hand-to-Hand Combat scene worth a substantial amount of points. Which cottage holds which is randomized on every playthrough and the only hint you get is that the cottage with white smoke holds [=McCoy=]; if you want the most points out of this segment you still have only a 50% chance of getting that chance.

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* ''VideoGame/GHOSTSquad''[='=]s ''VideoGame/GhostSquad2004''[='=]s third mission has a prompt where you must pick from one of three cottages in hopes of finding [=McCoy=], who has been kidnapped by the terrorists. One cottage holds him and will end the segment without further resistance, one cottage has a few enemies to shoot and a [[HostageSpiritLink hostage that you shouldn't shoot]], and one cottage has a Hand-to-Hand Combat scene worth a substantial amount of points. Which cottage holds which is randomized on every playthrough and the only hint you get is that the cottage with white smoke holds [=McCoy=]; if you want the most points out of this segment you still have only a 50% chance of getting that chance.
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*WebAnimation/{{Algicosathlon}} videos feature multiple colored stick figure ragdolls "competing" against each other in multiple challenges in attempt to reach the top of the leaderboard while the athlete with the least points is removed each round until 2 remain for a 3-part GrandFinale.
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* The chase sequences in ''VideoGame/ClockTowerTheFirstFear'' and ''VideoGame/ClockTower'' rely quite a bit on luck just so you'll rarely find a guaranteed way to escape the killer. When running you can randomly trip or fall down stairs which slows you down and drains your health, which prevents you from surviving a direct conflict if it drops too low. When you manage to hide there's always a chance he'll figure out where you're hiding, which at best can just resume the chase but sometimes results in an unavoidable instant death. Grabbing something from the environment to attack him with might work just fine, but he might also shrug it off if it were nothing. Some of his ambush points are randomly generated as well: you might pass through a room a solid half a dozen times before he leaps out of a locker or the pantry, [[JumpScare scaring the bejeezus out of you]].

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* The chase sequences in ''VideoGame/ClockTowerTheFirstFear'' and ''VideoGame/ClockTower'' ''VideoGame/ClockTower1995'' rely quite a bit on luck just so you'll rarely find a guaranteed way to escape the killer. When running running, you can randomly trip or fall down stairs stairs, which slows you down and drains your health, which prevents you from surviving a direct conflict if it drops too low. When you manage to hide there's always a chance he'll figure out where you're hiding, which at best can just resume the chase but sometimes results in an unavoidable instant death. Grabbing something from the environment to attack him with might work just fine, but he might also shrug it off if it were nothing. Some of his ambush points are randomly generated as well: you might pass through a room a solid half a dozen times before he leaps out of a locker or the pantry, [[JumpScare scaring the bejeezus out of you]].
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* ''VideoGame/{{Balatro}}'' is a game where you play poker hands to score enough points to defeat blinds, and even with strategic deckbuilding, your run will go kaput if you're unlucky enough to be drawn several bad hands or encounter a particularly difficult Boss Blind.
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[[folder:Gamebooks]]
* ''Literature/LoneWolf'' is notorious for having unavoidable encounters where your decisions do nothing to affect the outcome, and you can die by rolling a bad number. The falling mast from ''Fire on the Water'' is particularly infamous; you ''will'' have to go to that section and have a one-in-ten chance of death, no questions asked.
[[/folder]]

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