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* The ''{{Unreal}}'' games have the [=InstaGib=] modifier, where every player was equipped only with [[ExactlyWhatItSaysOnTheTin insta-gibbing weapons]] and effectively unlimited ammo.

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* The ''{{Unreal}}'' games have the [=InstaGib=] modifier, where every player was equipped only with [[ExactlyWhatItSaysOnTheTin insta-gibbing weapons]] and effectively unlimited ammo.as described above.
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YMMV sinkhole


[[YourMileageMayVary This trope doesn't]] ''[[YourMileageMayVary have]]'' [[YourMileageMayVary to be a bad thing]]. Fast-paced battles tend to be more exciting than longer and tedious ones, and they may require less LevelGrinding.

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[[YourMileageMayVary This trope doesn't]] ''[[YourMileageMayVary have]]'' [[YourMileageMayVary doesn't ''have'' to be a bad thing]].thing. Fast-paced battles tend to be more exciting than longer and tedious ones, and they may require less LevelGrinding.

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* High-level gameplay in the ''{{Disgaea}}'' series and other NipponIchi strategy [=RPGs=]. Due to the way attack vs. defence is calculated damage increases exponentially as levels rise, so more or less any battle over level 500 or so means you either kill your opponent in one shot or die in their response attack.
** Note: Mostly true in ''{{Disgaea 3}}'' and even more so in ''VideoGame/{{Disgaea 4|A Promise Unforgotten}}''. ''{{Disgaea 2}}'' is actually much better balanced regarding offense and defense, with tanks actually being viable.

to:

* High-level gameplay in the ''{{Disgaea}}'' series and other NipponIchi strategy [=RPGs=]. Due to the way attack vs. defence is calculated damage increases exponentially as levels rise, so more or less any battle over level 500 or so means you either kill your opponent in one shot or die in their response attack.
** Note: Mostly true in ''{{Disgaea 3}}'' and even more so in ''VideoGame/{{Disgaea 4|A Promise Unforgotten}}''. ''{{Disgaea 2}}'' is
attack. It's actually much better balanced regarding offense and defense, with tanks actually being viable.possible to take multiple hits in the fourth game by stacking defensive abilities, though.
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** Likewise, the original ''FinalFantasyTactics'' lends itself to this sort of thing. By the end of chapter 3 it's a common strategy to stack damage-boosting equipment in every slot, and it's very difficult to build a character that can survive more than a round or two against a high-level Ninja or Summoner. And that's before you start dual-wielding Knightswords, driving your Brave stat as high as it can go and making your attacks ignore evasion.
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** ''Dungeons & Dragons'' 3.5 edition is often accused of Rocket Tag gameplay. Not only because damage outstrips hit points (and [[http://community.wizards.com/go/thread/view/75882/19872838/Little_Red_Raiding_Hood:_A_Tale_of_38;_Guide_to_the_3.5_Dragoon Hood]] is merely one example), but because of an excess of spells which instantly kill or cripple their targets. In fact, it was possible for every one of a caster's spells of 4th level or higher to be very direct "instant win" spells. For example, ''solid fog'' meant standard movement was limited to 5', or 20' if the target ran as fast as he could in a straight line. ''Evard's black tentacles'' tried grappling all creatures in the area and usually succeeded. Add ''stinking cloud'' to taste, which prevents those who fail their Fortitude save from acting and you have yourself a killer combo. At level 7. In ''core''. (In general, spells of level 3 and below can't plain win fights like this, but a failed save against a ''grease'' or ''color spray'' or ''glitterdust'' or ''web'' means you're pretty much screwed while the caster's friends & minions quickly beat you to death.)

to:

** ''Dungeons & Dragons'' 3.5 edition is often accused of Rocket Tag gameplay. Not only because damage outstrips hit points (and [[http://community.wizards.com/go/thread/view/75882/19872838/Little_Red_Raiding_Hood:_A_Tale_of_38;_Guide_to_the_3.5_Dragoon Hood]] is merely one example), but because of an excess of spells which instantly kill or cripple their targets. In fact, it was possible for every one of a caster's spells of 4th level or higher to be very direct "instant win" spells. For example, ''solid fog'' (a 20' radius) meant standard movement was limited to 5', or 20' if the target ran as fast as he could in a straight line. line and remembered he could do that. ''Evard's black tentacles'' tried grappling all creatures in the area (in a 30' radius, natch) and usually succeeded. Add ''stinking cloud'' (another 20' radius) to taste, which prevents those who fail their Fortitude save from acting and you have yourself a killer combo. At level 7. In ''core''. (In general, spells of level 3 and below can't plain win fights like this, but a failed save against a ''grease'' or ''color spray'' or ''glitterdust'' or ''web'' means you're pretty much screwed while the caster's friends & minions quickly beat you to death.)
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** ''Dungeons & Dragons'' 3.5 edition is often accused of Rocket Tag gameplay. Not only because damage outstrips hit points (and [[http://community.wizards.com/go/thread/view/75882/19872838/Little_Red_Raiding_Hood:_A_Tale_of_38;_Guide_to_the_3.5_Dragoon Hood]] is merely one example), but because of an excess of spells which instantly kill or cripple their targets. In fact, it was possible for every one of a caster's spells of 4th level or higher to be very direct "instant win" spells. For example, ''solid fog'' meant standard movement was limited to 5', or 20' if the target ran as fast as he could in a straight line. ''Evard's black tentacles'' tried grappling all creatures in the area and usually succeeded. Add ''stinking cloud[/i] to taste, which prevents those who fail their Fortitude save from acting and you have yourself a killer combo. At level 7. In ''core''. (In general, spells of level 3 and below can't plain win fights like this, but a failed save against a ''grease'' or ''color spray'' or ''glitterdust'' or ''web'' means you're pretty much screwed while the caster's friends & minions quickly beat you to death.)

to:

** ''Dungeons & Dragons'' 3.5 edition is often accused of Rocket Tag gameplay. Not only because damage outstrips hit points (and [[http://community.wizards.com/go/thread/view/75882/19872838/Little_Red_Raiding_Hood:_A_Tale_of_38;_Guide_to_the_3.5_Dragoon Hood]] is merely one example), but because of an excess of spells which instantly kill or cripple their targets. In fact, it was possible for every one of a caster's spells of 4th level or higher to be very direct "instant win" spells. For example, ''solid fog'' meant standard movement was limited to 5', or 20' if the target ran as fast as he could in a straight line. ''Evard's black tentacles'' tried grappling all creatures in the area and usually succeeded. Add ''stinking cloud[/i] cloud'' to taste, which prevents those who fail their Fortitude save from acting and you have yourself a killer combo. At level 7. In ''core''. (In general, spells of level 3 and below can't plain win fights like this, but a failed save against a ''grease'' or ''color spray'' or ''glitterdust'' or ''web'' means you're pretty much screwed while the caster's friends & minions quickly beat you to death.)
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** ''Dungeons & Dragons'' 3.5 edition is often accused of Rocket Tag gameplay. Not only because damage outstrips hit points (and [[http://community.wizards.com/go/thread/view/75882/19872838/Little_Red_Raiding_Hood:_A_Tale_of_38;_Guide_to_the_3.5_Dragoon Hood]] is merely one example), but because of an excess of spells which instantly kill or cripple their targets. In fact, it was possible for every one of a caster's spells of 4th level or higher to be very direct "instant win" spells. For example, <i>solid fog</i> meant standard movement was limited to 5', or 20' if the target ran as fast as he could in a straight line. <i>Evard's black tentacles</i> tried grappling all creatures in the area and usually succeeded. Add <i>stinking cloud[/i] to taste, which prevents those who fail their Fortitude save from acting and you have yourself a killer combo. At level 7. In <i>core</i>. (In general, spells of level 3 and below can't plain win fights like this, but a failed save against a <i>grease</i> or <i>color spray</i> or <i>glitterdust</i> or <i>web</i> means you're pretty much screwed while the caster's friends & minions quickly beat you to death.)
** And if you're a Shadowcraft Mage, then with the right build, you can use a <i>level 0 spell</i> (<i>silent image</i> with the Gnome Illusionist substitution level) and Heighten it to make it do what was just described. Or cast <i>miracle</i>s.
** At mid and high levels, defenses tend to be binary. If you aren't flat-out immune (or they got unlucky and missed), you're going <i>splat!</i> in one round or even one hit. Pretty much no exceptions.
** If you plan to play a mid level or high level caster/manifester against a non-caster/manifester, expect to win because you have <i>options</i>. Even if the game is stacked against you, then you <i>are</i> about as smart in real life as your character is, right?

to:

** ''Dungeons & Dragons'' 3.5 edition is often accused of Rocket Tag gameplay. Not only because damage outstrips hit points (and [[http://community.wizards.com/go/thread/view/75882/19872838/Little_Red_Raiding_Hood:_A_Tale_of_38;_Guide_to_the_3.5_Dragoon Hood]] is merely one example), but because of an excess of spells which instantly kill or cripple their targets. In fact, it was possible for every one of a caster's spells of 4th level or higher to be very direct "instant win" spells. For example, <i>solid fog</i> ''solid fog'' meant standard movement was limited to 5', or 20' if the target ran as fast as he could in a straight line. <i>Evard's ''Evard's black tentacles</i> tentacles'' tried grappling all creatures in the area and usually succeeded. Add <i>stinking ''stinking cloud[/i] to taste, which prevents those who fail their Fortitude save from acting and you have yourself a killer combo. At level 7. In <i>core</i>. ''core''. (In general, spells of level 3 and below can't plain win fights like this, but a failed save against a <i>grease</i> ''grease'' or <i>color spray</i> ''color spray'' or <i>glitterdust</i> ''glitterdust'' or <i>web</i> ''web'' means you're pretty much screwed while the caster's friends & minions quickly beat you to death.)
** And if you're a Shadowcraft Mage, then with the right build, you can use a <i>level ''level 0 spell</i> (<i>silent image</i> spell'' (''silent image'' with the Gnome Illusionist substitution level) and Heighten it to make it do what was just described. Or cast <i>miracle</i>s.
''miracle''s.
** At mid and high levels, defenses tend to be binary. If you aren't flat-out immune (or they got unlucky and missed), you're going <i>splat!</i> ''splat!'' in one round or even one hit. Pretty much no exceptions.
** If you plan to play a mid level or high level caster/manifester against a non-caster/manifester, expect to win because you have <i>options</i>. ''options''. Even if the game is stacked against you, then you <i>are</i> ''are'' about as smart in real life as your character is, right?
Is there an issue? Send a MessageReason:
None


** ''Dungeons & Dragons'' 3.5 edition is often accused of Rocket Tag gameplay. Not only because damage outstrips hit points (and [[http://community.wizards.com/go/thread/view/75882/19872838/Little_Red_Raiding_Hood:_A_Tale_of_38;_Guide_to_the_3.5_Dragoon Hood]] is merely one example), but because of an excess of spells which instantly kill or cripple their targets. In fact, it was possible for every one of a caster's spells of 4th level or higher to be very direct "instant win" spells. For example, [i]solid fog[/i] meant standard movement was limited to 5', or 20' if the target ran as fast as he could in a straight line. [i]Evard's black tentacles[/i] tried grappling all creatures in the area and usually succeeded. Add [i]stinking cloud[/i] to taste, which prevents those who fail their Fortitude save from acting and you have yourself a killer combo. At level 7. In [i]core[/i]. (In general, spells of level 3 and below can't plain win fights like this, but a failed save against a [i]grease[/i] or [i]color spray[/i] or [i]glitterdust[/i] or [i]web[/i] means you're pretty much screwed while the caster's friends & minions quickly beat the victim to death.)
** And if you're a Shadowcraft Mage, then with the right build, you can use a [i]level 0 spell[/i] ([i]silent image[/i] with the Gnome Illusionist substitution level) and Heighten it to make it do what was just described. Or cast [i]miracle[/i]s.
** At mid and high levels, defenses tend to be binary. If you aren't flat-out immune (or they got unlucky and missed), you're going [i]splat![/i] in one round or even one hit. Pretty much no exceptions.
** If you plan to play a mid level or high level caster/manifester against a non-caster/manifester, expect to win because you have [i]options[/i]. Even if the game is stacked against you, then you [i]are[/i] about as smart in real life as your character is, right?

to:

** ''Dungeons & Dragons'' 3.5 edition is often accused of Rocket Tag gameplay. Not only because damage outstrips hit points (and [[http://community.wizards.com/go/thread/view/75882/19872838/Little_Red_Raiding_Hood:_A_Tale_of_38;_Guide_to_the_3.5_Dragoon Hood]] is merely one example), but because of an excess of spells which instantly kill or cripple their targets. In fact, it was possible for every one of a caster's spells of 4th level or higher to be very direct "instant win" spells. For example, [i]solid fog[/i] <i>solid fog</i> meant standard movement was limited to 5', or 20' if the target ran as fast as he could in a straight line. [i]Evard's <i>Evard's black tentacles[/i] tentacles</i> tried grappling all creatures in the area and usually succeeded. Add [i]stinking <i>stinking cloud[/i] to taste, which prevents those who fail their Fortitude save from acting and you have yourself a killer combo. At level 7. In [i]core[/i]. <i>core</i>. (In general, spells of level 3 and below can't plain win fights like this, but a failed save against a [i]grease[/i] <i>grease</i> or [i]color spray[/i] <i>color spray</i> or [i]glitterdust[/i] <i>glitterdust</i> or [i]web[/i] <i>web</i> means you're pretty much screwed while the caster's friends & minions quickly beat the victim you to death.)
** And if you're a Shadowcraft Mage, then with the right build, you can use a [i]level <i>level 0 spell[/i] ([i]silent image[/i] spell</i> (<i>silent image</i> with the Gnome Illusionist substitution level) and Heighten it to make it do what was just described. Or cast [i]miracle[/i]s.
<i>miracle</i>s.
** At mid and high levels, defenses tend to be binary. If you aren't flat-out immune (or they got unlucky and missed), you're going [i]splat![/i] <i>splat!</i> in one round or even one hit. Pretty much no exceptions.
** If you plan to play a mid level or high level caster/manifester against a non-caster/manifester, expect to win because you have [i]options[/i]. <i>options</i>. Even if the game is stacked against you, then you [i]are[/i] <i>are</i> about as smart in real life as your character is, right?
Is there an issue? Send a MessageReason:
None


** ''Dungeons & Dragons'' 3.5 edition is often accused of Rocket Tag gameplay. Not only because damage outstrips hit points (and [url=http://community.wizards.com/go/thread/view/75882/19872838/Little_Red_Raiding_Hood:_A_Tale_of_38;_Guide_to_the_3.5_Dragoon]Hood[/url] is merely one example), but because of an excess of spells which instantly kill or cripple their targets. In fact, it was possible for every one of a caster's spells of 4th level or higher to be very direct "instant win" spells. For example, [i]solid fog[/i] meant standard movement was limited to 5', or 20' if the target ran as fast as he could in a straight line. [i]Evard's black tentacles[/i] tried grappling all creatures in the area and usually succeeded. Add [i]stinking cloud[/i] to taste, which prevents those who fail their Fortitude save from acting and you have yourself a killer combo. At level 7. In [i]core[/i]. (In general, spells of level 3 and below can't plain win fights like this, but a failed save against a [i]grease[/i] or [i]color spray[/i] or [i]glitterdust[/i] or [i]web[/i] means you're pretty much screwed while the caster's friends & minions quickly beat the victim to death.)

to:

** ''Dungeons & Dragons'' 3.5 edition is often accused of Rocket Tag gameplay. Not only because damage outstrips hit points (and [url=http://community.[[http://community.wizards.com/go/thread/view/75882/19872838/Little_Red_Raiding_Hood:_A_Tale_of_38;_Guide_to_the_3.5_Dragoon]Hood[/url] 5_Dragoon Hood]] is merely one example), but because of an excess of spells which instantly kill or cripple their targets. In fact, it was possible for every one of a caster's spells of 4th level or higher to be very direct "instant win" spells. For example, [i]solid fog[/i] meant standard movement was limited to 5', or 20' if the target ran as fast as he could in a straight line. [i]Evard's black tentacles[/i] tried grappling all creatures in the area and usually succeeded. Add [i]stinking cloud[/i] to taste, which prevents those who fail their Fortitude save from acting and you have yourself a killer combo. At level 7. In [i]core[/i]. (In general, spells of level 3 and below can't plain win fights like this, but a failed save against a [i]grease[/i] or [i]color spray[/i] or [i]glitterdust[/i] or [i]web[/i] means you're pretty much screwed while the caster's friends & minions quickly beat the victim to death.)

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Clarification and expansion.


** ''Dungeons & Dragons'' 3.5 edition is often accused of Rocket Tag gameplay. Not because damage outstrips hitpoints, but because of an excess of spells which instantly kill or cripple their target. In fact, it was possible for every one of a caster's spells of 4th level or higher to be very direct "instant win" spells, and every spell of 3rd level or lower some lesser version capped by hit dice.
** Although offensive stats still do usually outstrip defensive stats. Which includes damage, but also means hitting in the first place and other things.

to:

** ''Dungeons & Dragons'' 3.5 edition is often accused of Rocket Tag gameplay. Not only because damage outstrips hitpoints, hit points (and [url=http://community.wizards.com/go/thread/view/75882/19872838/Little_Red_Raiding_Hood:_A_Tale_of_38;_Guide_to_the_3.5_Dragoon]Hood[/url] is merely one example), but because of an excess of spells which instantly kill or cripple their target. targets. In fact, it was possible for every one of a caster's spells of 4th level or higher to be very direct "instant win" spells, spells. For example, [i]solid fog[/i] meant standard movement was limited to 5', or 20' if the target ran as fast as he could in a straight line. [i]Evard's black tentacles[/i] tried grappling all creatures in the area and every spell usually succeeded. Add [i]stinking cloud[/i] to taste, which prevents those who fail their Fortitude save from acting and you have yourself a killer combo. At level 7. In [i]core[/i]. (In general, spells of 3rd level 3 and below can't plain win fights like this, but a failed save against a [i]grease[/i] or [i]color spray[/i] or [i]glitterdust[/i] or [i]web[/i] means you're pretty much screwed while the caster's friends & minions quickly beat the victim to death.)
** And if you're a Shadowcraft Mage, then with the right build, you can use a [i]level 0 spell[/i] ([i]silent image[/i] with the Gnome Illusionist substitution level) and Heighten it to make it do what was just described. Or cast [i]miracle[/i]s.
** At mid and high levels, defenses tend to be binary. If you aren't flat-out immune (or they got unlucky and missed), you're going [i]splat![/i] in one round or even one hit. Pretty much no exceptions.
** If you plan to play a mid
level or lower some lesser version capped by hit dice.
** Although offensive stats still do usually outstrip defensive stats. Which includes damage, but also means hitting in
high level caster/manifester against a non-caster/manifester, expect to win because you have [i]options[/i]. Even if the first place and other things.game is stacked against you, then you [i]are[/i] about as smart in real life as your character is, right?
Is there an issue? Send a MessageReason:
None


* High-level gameplay in the ''{{Disgaea}}'' series and other NipponIchi strategy RPGs. Due to the way attack vs. defence is calculated damage increases exponentially as levels rise, so more or less any battle over level 500 or so means you either kill your opponent in one shot or die in their response attack.

to:

* High-level gameplay in the ''{{Disgaea}}'' series and other NipponIchi strategy RPGs.[=RPGs=]. Due to the way attack vs. defence is calculated damage increases exponentially as levels rise, so more or less any battle over level 500 or so means you either kill your opponent in one shot or die in their response attack.
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None

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* In high-level FinalFantasyTacticsAdvance play, especially in multiplayer, there is really only one stat: speed. Thanks to a series of [[GameBreaker balance-annihilating skills,]] first strike generally wins. The amount of damage a character can take or deal is irrelevant with Viera Assassins covering half the battlefield in a single turn and instantly killing their target 85% of the time or more, or Moogle Gunners blasting insanely powerful Ultima Shots at ludicrous ranges.
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** ''Dungeons & Dragons'' 3.5 edition is often accused of Rocket Tag gameplay. Not because damage outstrips hitpoints, but because of an excess of spells which instantly kill or cripple their target.

to:

** ''Dungeons & Dragons'' 3.5 edition is often accused of Rocket Tag gameplay. Not because damage outstrips hitpoints, but because of an excess of spells which instantly kill or cripple their target. In fact, it was possible for every one of a caster's spells of 4th level or higher to be very direct "instant win" spells, and every spell of 3rd level or lower some lesser version capped by hit dice.
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None


* Most FirstPersonShooter games with a "sniper" class will often revolve around being able to spot and pick off enemy snipers before being spotted and shot oneself.

to:

* Most FirstPersonShooter games with a "sniper" class will often revolve around being able to spot and pick off enemy snipers before being spotted and shot oneself. Many also have "[=InstaGib=]" or "One Shot One Kill" mode where all players are given an overkilling weapon, making everyone effectively OneHitPointWonder.
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** Note: Mostly true in ''{{Disgaea 3}}'' and even more so in ''{{Disgaea 4}}''. ''{{Disgaea 2}}'' is actually much better balanced regarding offense and defense, with tanks actually being viable.

to:

** Note: Mostly true in ''{{Disgaea 3}}'' and even more so in ''{{Disgaea 4}}''.''VideoGame/{{Disgaea 4|A Promise Unforgotten}}''. ''{{Disgaea 2}}'' is actually much better balanced regarding offense and defense, with tanks actually being viable.

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They did make other games...


* High-level gameplay in the ''{{Disgaea}}'' series. Due to the way attack vs. defence is calculated damage increases exponentially as levels rise, so more or less any battle over level 500 or so means you either kill your opponent in one shot or die in their response attack.

to:

* High-level gameplay in the ''{{Disgaea}}'' series.series and other NipponIchi strategy RPGs. Due to the way attack vs. defence is calculated damage increases exponentially as levels rise, so more or less any battle over level 500 or so means you either kill your opponent in one shot or die in their response attack.


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** ''PhantomBrave'', which allots turns based on units' Speed stat instead of alternating between teams, goes one step further: in addition to being a game of one-hit kills, a sufficiently fast team can annihilate the enemy before they're able to make a single move.
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This trope can happen due to various reasons; Higher offensive stats than defensive ones, an abundance of OneHitKill moves, etcetera.

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This trope can happen due to various reasons; Higher offensive stats than defensive ones, an abundance of OneHitKill moves, etcetera.et cetera.



** Note: Mostly true in {{Disgaea3}} and even more so in {{Disgaea4}}. {{Disgaea2}} is actually much better balanced regarding offense and defense, with tanks actually being viable.

to:

** Note: Mostly true in {{Disgaea3}} ''{{Disgaea 3}}'' and even more so in {{Disgaea4}}. {{Disgaea2}} ''{{Disgaea 4}}''. ''{{Disgaea 2}}'' is actually much better balanced regarding offense and defense, with tanks actually being viable.



* {{Pokemon}}, especially in earlier generations, has a metagame role called the "Sweeper." The purpose of this monster is to one-shot the entire opposing team due to a high speed stat, insane damage, and good coverage on the ElementalRockPaperScissors table. The best counter for a Sweeper? A faster sweeper that can one-shot it.

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* {{Pokemon}}, ''{{Pokemon}}'', especially in earlier generations, has a metagame role called the "Sweeper." The purpose of this monster is to one-shot the entire opposing team due to a high speed stat, insane damage, and good coverage on the ElementalRockPaperScissors table. The best counter for a Sweeper? A faster sweeper that can one-shot it.
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** Note: Mostly true in {{Disgaea3}} and even more so in {{Disgaea4}}. {{Disgaea2}} is actually much better balanced regarding offense and defense, with tanks actually being viable.
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[[AC:TabletopGames]]
* In ''MagicTheGathering'', the Vintage and Legacy formats are notorious for this, but the worst offender was Standard play just after the release of Urza's Saga. During the Urza's Saga block, it was a common joke that "early game" meant the coin flip to decide who went first, "midgame" was the decision to mulligan, and "endgame" was the first turn.
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* In ''{{Disgaea}} 1'', attack stats go way higher than defence, so by the time characters are at their highest levels, the first to hit wins.

to:

* In ''{{Disgaea}} 1'', High-level gameplay in the ''{{Disgaea}}'' series. Due to the way attack stats go way higher than defence, vs. defence is calculated damage increases exponentially as levels rise, so by the time characters are at more or less any battle over level 500 or so means you either kill your opponent in one shot or die in their highest levels, the first to hit wins.response attack.
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** Generation V in particular seems to encourage this, as nearly any pokemon in OU play that isn't a StoneWall is more than likely going to get taken out by one super-effective attack. Ditto's TookALevelInBadass shines in this sort of gameplay, as his new ability to transform as he enters the battlefield instead of spending a move combined with a choice scarf means that it doesn't matter what the Sweeper is or how powerful and fast it's gotten, at the very best it has a 50% chance of going first.
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* DevilMayCry has a Sudden Death mode where a single attack will kill both Dante and any enemy.Including bosses.
* KingdomHeartsReCoded has the HP Cheat bonus which increases rewards obtained while lowering Sora and the enemies' HP. And yes, if it gets turned UpToEleven it leaves everything and everyone with only one HP.
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* DevilMayCry has a Sudden Death mode where a single attack will kill both Dante and any enemy.Including bosses.
* KingdomHeartsReCoded has the HP Cheat bonus which increases rewards obtained while lowering Sora and the enemies' HP. And yes, if it gets turned UpToEleven it leaves everything and everyone with only one HP.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Most FirstPersonShooter games with a "sniper" class will often revolve around being able to spot and pick off enemy snipers before being spotted and shot oneself.
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None


* In ''TronLegacy'', [[DeadlyDisc disc hits]] are generally {{One Hit Kill}}s.

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* In ''TronLegacy'', ''Film/TronLegacy'', [[DeadlyDisc disc hits]] are generally {{One Hit Kill}}s.
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to:

* ''{{Exalted}}'' seesaws between this and PaddedSumoGameplay due to its lethality issues. It's trivially easy to throw an attack at someone that is absolutely certain to kill them instantly, resulting in whoever attacks first winning easily... unless the enemy uses one of the game's perfect defenses. Once everyone is using an impossible-to-bypass suite of perfect defenses, the game changes from Rocket Tag to PaddedSumoGameplay, with no attack ever doing more than making the opponent pay a tiny amount of the game's equivilant to MagicPoints.
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* ''TabletopGame/TheDresdenFiles'', using the FATE system, lends itself to this, as it doesn't take much to inflict wounds or death on an opponent (barring [[MadeOfIron Toughness]] abilities). One or two solid shots is usually enough to end a fight, and many battles boil down mostly to defending and maneuvering in order to set up those one or two solid shots.
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** One of the WoW expantions, "Wrath of the Lich King", did this by accident. Due to a few miscalculations gear scaled up so fast that the healers had effectively limitless magic for healing. Thus damage capabilities were increased to the point where any character could be killed in seconds, so that the healers had to be healing quickly and proactively to keep anyone alive. As a side effect [[PlayerVersusPlayer PvP]] combat became a game of rocket tag where any class could die kill another in seconds with a lucky crit.
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* The ''UnrealTournament'' games have the [=InstaGib=] modifier, where every player was equipped only with [[ExactlyWhatItSaysOnTheTin insta-gibbing weapons]] and effectively unlimited ammo.

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* The ''UnrealTournament'' ''{{Unreal}}'' games have the [=InstaGib=] modifier, where every player was equipped only with [[ExactlyWhatItSaysOnTheTin insta-gibbing weapons]] and effectively unlimited ammo.
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* {{Pokemon}}, especially in earlier generations, has a metagame role called the "Sweeper." The purpose of this monster is to one-shot the entire opposing team due to a high speed stat, insane damage, and good coverage on the ElementalRockPaperScissors table. The best counter for a Sweeper? A faster sweeper that can one-shot it.

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