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** On the tabletop site Goonhammer, the second "Blunderdome" ''Warhammer 40000'' tournament went to the opposite extreme of the GiftedlyBad lists of the first Blunderdome by stripping away all the game's balancing errata and issuing relatively non-competitive players with the most vicious lists that its most hardcore competitive players could assemble, leading to many games where the player with the first turn annihilates a significant chunk of the other player's army in a hail of bullets. While the players are clearly trying to enjoy it to a degree, cracking jokes about how their battle plan is to win the roll for first turn, by the second and third rounds the writeups are getting more and more open about how miserable an experience it is to be rendered incapable of winning before even getting to play a turn.

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** ''VideoGame/SuperSmashBros64'': The game has an extremely high hitstun that allows for easy, frequent very long combos, that often end in a KO. Additionally, the entire cast has easily edge-guarded recoveries outside Pikachu, and most moves deal high damage while [=KOing=] early, especially throws. Then on top of that heavy offense, defensive options are very limited, and the only two dedicated defensive options in the game, shielding and rolling, aren't very effective (shields have such immense shieldstun when attacked that a competent player can keep a shielding opponent stuck in their shield through a flurry of attacks until their shield breaks, and rolls sre slow and easily punished). This all results in a game where the entire cast dies ridiculously quickly and is heavily based on who can get the first hit, and is the reason why competitive ''Smash 64'' runs more stocks in their matches than all the subsequent ''Smash'' games do in tournaments.

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** ''VideoGame/SuperSmashBros64'': The game has an extremely high hitstun that allows for easy, frequent very long combos, that often end in a KO. Additionally, the entire cast has easily edge-guarded recoveries outside Pikachu, and most moves deal high damage while [=KOing=] early, especially throws. Then on top of that heavy offense, defensive options are very limited, and the only two dedicated defensive options in the game, shielding and rolling, aren't very effective (shields have such immense shieldstun when attacked that a competent player can keep a shielding opponent stuck in their shield through a flurry of attacks until their shield breaks, and rolls sre are slow and easily punished). This all results in a game where the entire cast dies ridiculously quickly and is heavily based on who can get the first hit, and is the reason why competitive ''Smash 64'' runs more stocks in their matches than all the subsequent ''Smash'' games do in tournaments.



** You can also set up a match so the [[PaddedSumoGameplay opposite]] is true. Heavy-Metal-Slow-Mo Match, anyone?

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** You can also set up a match so the [[PaddedSumoGameplay the opposite]] is true. Heavy-Metal-Slow-Mo Match, anyone?



** [[VideoGame/PokemonBlackAndWhite Generation]] [[VideoGame/PokemonBlack2AndWhite2 V]] in particular seems to encourage this, as nearly any Pokémon 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 new level in badass]] shines in this sort of gameplay, as its new ability to transform as it 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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** [[VideoGame/PokemonBlackAndWhite Generation]] [[VideoGame/PokemonBlack2AndWhite2 V]] in particular seems to encourage this, as nearly any Pokémon in OU play that isn't a StoneWall is more than likely going to get taken out by one super-effective super effective attack. Ditto's [[TookALevelInBadass new level in badass]] shines in this sort of gameplay, as its new ability Ability to transform as it 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.



** In ''VideoGame/PokemonGo'', Team Rocket trainers fight you with Shadow Pokémon, which inflict and take significantly more damage. This results in fast-paced battles in which a super effective charged attack is usually enough to one-shot a Pokémon.
** ''VideoGame/PokemonLegendsArceus'', being focused more on catching, battling, and observing wild Pokémon than battling against [=NPCs=], uses a heavily streamlined version of the main games' battle system: no RandomEncounters, no abilities, no held items, no weather-changing or entry hazard moves (though weather still exists), no results screen at the end of every battle, a StanceSystem that allows combatants to hit either harder but less often or softer but more often, and offensive moves in general have been buffed significantly; moves that are fairly weak in the mainline games like Venoshock and Aerial Ace can now easily chunk a non-tank Pokémon for 40% of their health or more, and the smaller power difference between Pokémon of different levels means that lower-level mons can more easily go toe-to-toe with ones 20+ levels higher and ''win''.

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** In ''VideoGame/PokemonGo'', Team Rocket trainers Trainers fight you with Shadow Pokémon, which inflict and take significantly more damage. This results in fast-paced battles in which a super effective charged attack is usually enough to one-shot a Pokémon.
** ''VideoGame/PokemonLegendsArceus'', being focused more on catching, battling, and observing wild Pokémon than battling against [=NPCs=], uses a heavily streamlined version of the main games' battle system: no RandomEncounters, no abilities, Abilities, no held items, no weather-changing or entry hazard moves (though weather still exists), no results screen at the end of every battle, a StanceSystem that allows combatants to hit either harder but less often or softer but more often, and offensive moves in general have been buffed significantly; moves that are fairly weak in the mainline games like Venoshock and Aerial Ace can now easily chunk a non-tank Pokémon for 40% of their health or more, and the smaller power difference between Pokémon of different levels means that lower-level mons can more easily go toe-to-toe with ones 20+ levels higher and ''win''.



** Likewise, the original ''Final Fantasy Tactics'' 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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** Likewise, the original ''Final Fantasy Tactics'' lends itself to this sort of thing. By the end of chapter 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.



* ''VideoGame/StarFoxAssault'' has several multi-player game modes that result in this, such as Rocket Launcher fights and Sure Shot Scuffle which renders every shot a one-hit kill. Then there's Sniper Showdown, which limits weapons to only Sniper Rifles but gives them infinite ammo. Sniper Rifles are also probably the most powerful weapon, one-shotting anyone unless you have a low Pilot Skill and your opponent has high health (i.e. Krystal Vs. Wolf) but even then it's still just one more shot. And unlike most shooters, you don't need a headshot, as long as the bullet hits, bye bye goes the healthbar.

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* ''VideoGame/StarFoxAssault'' has several multi-player multiplayer game modes that result in this, such as Rocket Launcher fights and Sure Shot Scuffle which renders every shot a one-hit kill. Then there's Sniper Showdown, which limits weapons to only Sniper Rifles but gives them infinite ammo. Sniper Rifles are also probably the most powerful weapon, one-shotting anyone unless you have a low Pilot Skill and your opponent has high health (i.e. Krystal Vs. Wolf) but even then it's still just one more shot. And unlike most shooters, you don't need a headshot, as long as the bullet hits, bye bye goes the healthbar.



* ''Videogame/{{Evochron}}'''s ships are capable of annihilating each other at close range with extreme prejudice. As such, players will often desperately fling their ships into complex multi-axis spins in order to avoid fire while diverting power to shield generates to avoid being nuked. Luckily, DeathIsASlapOnTheWrist (usually).

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* ''Videogame/{{Evochron}}'''s ''VideoGame/{{Evochron}}'''s ships are capable of annihilating each other at close range with extreme prejudice. As such, players will often desperately fling their ships into complex multi-axis spins in order to avoid fire while diverting power to shield generates to avoid being nuked. Luckily, DeathIsASlapOnTheWrist (usually).



** ''VideoGame/FireEmblemShadowDragon'' becomes this on high difficulties. Most enemy stat gains are centered on offense, meaning they become very, very dangerous, to the point of being able to kill pretty much any unit (barring a trained Wolf or Sedgar) in two hits at most. However, the existence of the Forge mechanic in combination with effective weapon damage means that the player can ''also'' kill most enemies in one or two hits right back. Accuracy on both sides is also very high, to the point that you'll rarely see hit rates below 70%, so most hits are going to be taken on the chin. This is especially pronounced in the case of killing the FinalBoss, Medeus: Tiki (and her counterpart Nagi) can blast off about two-thirds of his health in one shot at base level, but in exchange, he will pretty much always kill her in one round no matter how much she's been raised. Because of this, the most popular way to kill him is to use the Aum Staff to revive her after she's been killed so that she can get in a second hit.
** ''VideoGame/FireEmblemNewMysteryOfTheEmblem'' is as rocket-taggy as its predecessor, though effective damage is not quite as overpowered due to a boost in enemy variety. It becomes particularly obvious on the highest difficulty, Lunatic Reverse, which causes enemies to always get in the first hit--combat quickly becomes a game of finding characters who can either attack at range and chip down the opponent without taking a counter, or characters who are strong enough to survive the enemy attack and annihilate them in return.

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** ''VideoGame/FireEmblemShadowDragon'' ''[[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight Fire Emblem: Shadow Dragon]]'' (the DS remake of the original game) becomes this on high difficulties. Most enemy stat gains are centered on offense, meaning they become very, very dangerous, to the point of being able to kill pretty much any unit (barring a trained Wolf or Sedgar) in two hits at most. However, the existence of the Forge mechanic in combination with effective weapon damage means that the player can ''also'' kill most enemies in one or two hits right back. Accuracy on both sides is also very high, to the point that you'll rarely see hit rates below 70%, so most hits are going to be taken on the chin. This is especially pronounced in the case of killing the FinalBoss, Medeus: Tiki (and her counterpart Nagi) can blast off about two-thirds of his health in one shot at base level, but in exchange, he will pretty much always kill her in one round no matter how much she's been raised. Because of this, the most popular way to kill him is to use the Aum Staff to revive her after she's been killed so that she can get in a second hit.
** ''VideoGame/FireEmblemNewMysteryOfTheEmblem'' ''[[VideoGame/FireEmblemMysteryOfTheEmblem Fire Emblem: New Mystery of the Emblem]]'' is as rocket-taggy as its predecessor, though effective damage is not quite as overpowered due to a boost in enemy variety. It becomes particularly obvious on the highest difficulty, Lunatic Reverse, which causes enemies to always get in the first hit--combat quickly becomes a game of finding characters who can either attack at range and chip down the opponent without taking a counter, or characters who are strong enough to survive the enemy attack and annihilate them in return.



*** Chapter 19 of ''Conquest''. The enemies consist entirely of Kitsune, who are fast, move far, hit hard and most have the Pass skill to bypass any attempts to wall them, but have poor HP, defense and a weakness to beast-slaying weapons. The chapter becomes a race to kill as many as possible on the Player Phase to stop them doing the same to you. Doubly so if the player is using [[OurWerewolvesAreDifferent Keaton]], as both him and the enemies are weak to each-other's Beastbane skills. It's even more pronounced on Lunatic, where a few enemies are given the Life of Death skill.
** ''VideoGame/FireEmblemThreeHouses'' becomes this between two characters, [[ChildProdigy Lysithea]] and the [[TheDreaded Death Knight]][[spoiler:/Jeritza]]. Lysithea is a very powerful mage who can defeat the Death Knight easily because of her Dark Spikes Τ which causes [[CriticalHit extra damage to horse riders]], the Death Knight included. On the other hand, the Death Knight is strong enough that even the beefiest party members aren't expected to be able to take him head-on, so if he attacks first, Lysithea [[SquishyWizard isn't going to survive]]. [[spoiler: This even applies in the Crimson Flower route if you didn't recruit Lysithea and you control Jeritza. Jeritza better attack first otherwise Lysithea will attack with Dark Spikes Τ.]]

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*** Chapter 19 of ''Conquest''. The enemies consist entirely of Kitsune, who are fast, move far, hit hard and most have the Pass skill to bypass any attempts to wall them, but have poor HP, defense and a weakness to beast-slaying weapons. The chapter becomes a race to kill as many as possible on the Player Phase to stop them doing the same to you. Doubly so if the player is using [[OurWerewolvesAreDifferent Keaton]], as both him and the enemies are weak to each-other's each other's Beastbane skills. It's even more pronounced on Lunatic, where a few enemies are given the aforementioned Life of and Death skill.
** ''VideoGame/FireEmblemThreeHouses'' becomes this between two characters, [[ChildProdigy Lysithea]] and the [[TheDreaded Death Knight]][[spoiler:/Jeritza]]. Lysithea is a very powerful mage who can defeat the Death Knight easily because of her Dark Spikes Τ which causes [[CriticalHit extra damage to horse riders]], the Death Knight included. On the other hand, the Death Knight is strong enough that even the beefiest party members aren't expected to be able to take him head-on, so if he attacks first, Lysithea [[SquishyWizard isn't going to survive]]. [[spoiler: This [[spoiler:This even applies in the Crimson Flower route if you didn't recruit Lysithea and you control Jeritza. Jeritza better attack first otherwise Lysithea will attack with Dark Spikes Τ.]]



* ''Videogame/{{Warframe}}'':
** In the original PlayerVersusPlayer combat incarnation, "Conclave", players were free to use any weapon, Warframe, and any combination upgrades modules. Due to the largely [=PvE=]-based game design [[HealthDamageAsymmetry with all that ensues]], coupled with the bunnyhopping-esque melee animation glitches that allow players to catapult themselves at 100 mph, the end result was a MisbegottenMultiplayerMode where players were zipping across the map fast enough to break the netcode while mowing each other down with hitscan machineguns that dealt 30000+ DPS against players with less than 2000hp. "Conclave 2.0" is a complete rewrite of the system; players are still extremely agile courtesy of LeParkour, but most upgrades are forbidden - increasing the time to kill - and the animation exploits have been removed.

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* ''Videogame/{{Warframe}}'':
''VideoGame/{{Warframe}}'':
** In the original PlayerVersusPlayer combat incarnation, "Conclave", players were free to use any weapon, Warframe, and any combination upgrades modules. Due to the largely [=PvE=]-based game design [[HealthDamageAsymmetry with all that ensues]], coupled with the bunnyhopping-esque melee animation glitches that allow players to catapult themselves at 100 mph, the end result was a MisbegottenMultiplayerMode where players were zipping across the map fast enough to break the netcode while mowing each other down with hitscan machineguns that dealt 30000+ DPS against players with less than 2000hp. "Conclave 2.0" is a complete rewrite of the system; players are still extremely agile courtesy of LeParkour, but most upgrades are forbidden - -- increasing the time to kill - -- and the animation exploits have been removed.



* In the ''Videogame/{{STALKER}}'' series, the 'Master' HarderThanHard difficultly shifts the game into rocket tag. [[BoomHeadshot Headshots are almost always lethal]], and only the PoweredArmor can protect the user from more than just a couple rounds. The upside is that your enemies are just as vulnerable as you are.
* ''Videogame/DwarfFortress'': Combat with actual weapons tends to end in a few hits due to the pain mechanics: One guy catches one arrow/hammerstrike/axe chop to one limb and they'll probably pass out from pain if they're not badass enough. Same with beasts: Either the warrior gets stomped through their armor or the monster gets cut in half early into the fight. Weaponless brawls, however, and battles with non-organic foes, tend to be significantly longer. The [[GoodBadBugs rather twitchy]] damage system can also cause attacks to be ridiculously overpowered (there's a documented incident where a player in Adventure Mode killed a Bronze Colussus by throwing a [[RidiculouslyCuteCritter Fluffy Wambler]] at it, blowing its head clean off) and [[ArmorIsUseless armor useless]], rendering the best strategy 'wear no armor and dodge like you mean it' (and really hoping your dwarves don't dodge [[ArtificialStupidity straight off cliffs]]...).

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* In the ''Videogame/{{STALKER}}'' ''VideoGame/{{STALKER}}'' series, the 'Master' "Master" HarderThanHard difficultly shifts the game into rocket tag. [[BoomHeadshot Headshots are almost always lethal]], and only the PoweredArmor can protect the user from more than just a couple rounds. The upside is that your enemies are just as vulnerable as you are.
* ''Videogame/DwarfFortress'': ''VideoGame/DwarfFortress'': Combat with actual weapons tends to end in a few hits due to the pain mechanics: One guy catches one arrow/hammerstrike/axe chop to one limb and they'll probably pass out from pain if they're not badass enough. Same with beasts: Either the warrior gets stomped through their armor or the monster gets cut in half early into the fight. Weaponless brawls, however, and battles with non-organic foes, tend to be significantly longer. The [[GoodBadBugs rather twitchy]] damage system can also cause attacks to be ridiculously overpowered (there's a documented incident where a player in Adventure Mode killed a Bronze Colussus by throwing a [[RidiculouslyCuteCritter Fluffy Wambler]] at it, blowing its head clean off) and [[ArmorIsUseless armor useless]], rendering the best strategy 'wear "wear no armor and dodge like you mean it' it" (and really hoping your dwarves don't dodge [[ArtificialStupidity straight off cliffs]]...).



* ''VideoGame/YuGiOhDuelLinks'' has the same problem its parent does in that duels are fast, though this is more intended as life points start at 4000 (as opposed to 8000) and has no Main Phase 2 that lets you take actions after battling. Ironically, battles are ''longer'' than the normal card game, due to the PowerCreep not being as terrible and having cards to balance it out. Most of the time, anyway; sometimes archetypes slip through that are simply too good for the game and can end things as early as the player's second turn like normal ''Yu-Gi-Oh!''
* ''VideoGame/{{Shadowverse}}'' is designed and balanced in such a way that you can complete a match or two between a subway ride in Japan. They way they accomplish is to give every deck a billion ways to deal direct leader damage. Many late-game cards are either huge Storm minions, have some sort of scaling damage, or are extremely hard to remove, and that's not even mentioning [=OTK=] combos that only take a few cards to set up. But to not make the game totally dominated by late-game cards, mid-game cards are either extremely high-tempo cards or permanent leader effects that snowball out of control if not immediately dealt with, and there's good ol' aggro to fall back on. To top it all off, all of them are made consistent with copious amounts of selective card draw and flexible keywords like Choose and Enhance, so it's much harder to get "dead draws". In contrast, late-game healing and Ward minions are comparatively weak and even huge board-stabilizing cards are reactive and do little to defend against direct damage, and the game completely lacks any out-of-turn interactions that let you counter them. As a result, the average game struggles to even get to turn 10 and VictoryByEndurance simply does not exist in this game.

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* ''VideoGame/YuGiOhDuelLinks'' has the same problem its parent does in that duels Duels are fast, though this is more intended as life points start at 4000 (as opposed to 8000) and has no Main Phase 2 that lets you take actions after battling. Ironically, battles are ''longer'' than the normal card game, due to the PowerCreep not being as terrible and having cards to balance it out. Most of the time, anyway; sometimes archetypes slip through that are simply too good for the game and can end things as early as the player's second turn like normal ''Yu-Gi-Oh!''
* ''VideoGame/{{Shadowverse}}'' is designed and balanced in such a way that you can complete a match or two between a subway ride in Japan. They way they accomplish is to give every deck a billion ways to deal direct leader damage. Many late-game cards are either huge Storm minions, have some sort of scaling damage, or are extremely hard to remove, and that's not even mentioning [=OTK=] OTK combos that only take a few cards to set up. But to not make the game totally dominated by late-game cards, mid-game cards are either extremely high-tempo cards or permanent leader effects that snowball out of control if not immediately dealt with, and there's good ol' aggro to fall back on. To top it all off, all of them are made consistent with copious amounts of selective card draw and flexible keywords like Choose and Enhance, so it's much harder to get "dead draws". In contrast, late-game healing and Ward minions are comparatively weak and even huge board-stabilizing cards are reactive and do little to defend against direct damage, and the game completely lacks any out-of-turn interactions that let you counter them. As a result, the average game struggles to even get to turn 10 and VictoryByEndurance simply does not exist in this game.



* Battles in ''Videogame/{{Fortnite}}'' are very frequently decided by whoever has the element of surprise, as it doesn't take much to shred a player's health even with [[BodyArmorAsHitPoints shields]]. Add in powerful legendary weapons, which depending on the season can include such things as [[GatlingGood miniguns]], [[SniperRifle sniper rifles]], or actual rocket launchers, and the trope becomes even more apparent.

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* Battles in ''Videogame/{{Fortnite}}'' ''VideoGame/{{Fortnite}}'' are very frequently decided by whoever has the element of surprise, as it doesn't take much to shred a player's health even with [[BodyArmorAsHitPoints shields]]. Add in powerful legendary weapons, which depending on the season can include such things as [[GatlingGood miniguns]], [[SniperRifle sniper rifles]], or actual rocket launchers, and the trope becomes even more apparent.



* ''VideoGame/{{Judgment}}'' has this. Enemies, even story bosses have the ability to rip huge chunks off of your health bar in the blink of an eye, and Yagami has access to special attacks that can deplete entire health bars or more with a single use (for reference, the FinalBoss of the game has 4 health bars).
* ''VideoGame/SniperGhostWarrior3:'' Enemy mooks will usually go down after one or two pistol shots, but you will usually go down after one or two bursts from an assault rifle, so getting that close is very risky. It's much safer to camp out and snipe them from long range. The clue is in the title.

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* ''VideoGame/{{Judgment}}'' has this. Enemies, even story bosses have the ability to rip huge chunks off of your health bar in the blink of an eye, and Yagami has access to special attacks that can deplete entire health bars or more with a single use (for reference, the FinalBoss of the game has 4 four health bars).
* ''VideoGame/SniperGhostWarrior3:'' ''VideoGame/SniperGhostWarrior3'': Enemy mooks will usually go down after one or two pistol shots, but you will usually go down after one or two bursts from an assault rifle, so getting that close is very risky. It's much safer to camp out and snipe them from long range. The clue is in the title.
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Per TRS, Bonus Boss is to be sorted between Optional Boss and Superboss.


** [[Administrivia/TropesAreTools There is a significant upside to this, though]]: Rocket Tag Gameplay for most of the ''Disgaea'' games only happens at levels considerably higher than needed to enter the post-game, wherein you spend the vast, ''vast'' majority of your time LevelGrinding or going through [[BonusDungeon Item Dungeons]] which have dozens and dozens of floors. If battles didn't get shorter as levels increased, getting the InfinityPlusOneSword or defeating the BonusBoss would take an even more unbearably long time.

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** [[Administrivia/TropesAreTools There is a significant upside to this, though]]: Rocket Tag Gameplay for most of the ''Disgaea'' games only happens at levels considerably higher than needed to enter the post-game, wherein you spend the vast, ''vast'' majority of your time LevelGrinding or going through [[BonusDungeon Item Dungeons]] which have dozens and dozens of floors. If battles didn't get shorter as levels increased, getting the InfinityPlusOneSword or defeating the BonusBoss {{Superboss}} would take an even more unbearably long time.



** In ''VideoGame/FalloutNewVegas'', some of the strongest weapons do over 100 damage a shot before subtracting DT (more with a CriticalHit, which you can make amazingly common), then have their final damage multiplied several times from perks, sneak attacks, and headshots, while the strongest BonusBoss only has 2000 health and 20 DT. You yourself can only have DT in the 40s and a couple hundred hits points, so most really strong enemies can kill you in one or two hits unless you pile up damage resistance from taking multiple chems simultaneously.

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** In ''VideoGame/FalloutNewVegas'', some of the strongest weapons do over 100 damage a shot before subtracting DT (more with a CriticalHit, which you can make amazingly common), then have their final damage multiplied several times from perks, sneak attacks, and headshots, while the strongest BonusBoss OptionalBoss only has 2000 health and 20 DT. You yourself can only have DT in the 40s and a couple hundred hits points, so most really strong enemies can kill you in one or two hits unless you pile up damage resistance from taking multiple chems simultaneously.
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** ''VideoGame/FireEmblemThreeHouses'' becomes this between two characters, [[ChildProdigy Lysithea]] and the [[TheDreaded Death Knight]][[spoiler:/Jeritza]]. Lysithea is a very powerful mage who can defeat the Death Knight easily because of her Dark Spikes Τ which causes extra damage to horse riders, the Death Knight included. On the other hand, the Death Knight is strong enough that even the beefiest party members aren't expected to be able to take him head on, so if he attacks first, Lysithea [[SquishyWizard isn't going to survive]]. [[spoiler: This even applies in the Crimson Flower route if you didn't recruit Lysithea and you control Jeritza. Jeritza better attack first otherwise Lysithea will attack with Dark Spikes Τ.]]

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** ''VideoGame/FireEmblemThreeHouses'' becomes this between two characters, [[ChildProdigy Lysithea]] and the [[TheDreaded Death Knight]][[spoiler:/Jeritza]]. Lysithea is a very powerful mage who can defeat the Death Knight easily because of her Dark Spikes Τ which causes [[CriticalHit extra damage to horse riders, riders]], the Death Knight included. On the other hand, the Death Knight is strong enough that even the beefiest party members aren't expected to be able to take him head on, head-on, so if he attacks first, Lysithea [[SquishyWizard isn't going to survive]]. [[spoiler: This even applies in the Crimson Flower route if you didn't recruit Lysithea and you control Jeritza. Jeritza better attack first otherwise Lysithea will attack with Dark Spikes Τ.]]
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* ''VideoGame/TitanSouls'' is all about this. Your character dies in a single hit from any of the boss's attacks, but each of the bosses dies instantly if you AttackItsWeakPoint (though it make take a few shots to expose the weakpoint).
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** TabletopGame/{{Pathfinder}} eliminated most of the damage loops and frank abuses of 3.5, buffed melee and ranged physical damage so the warrior classes do most of the damage, and still results in this trope due to the prevalence of "Save or Suck" spells. In short, casters can shut down the enemy with spells that inflict status ailments so severe the warriors simply cut down the enemy like butter. For example, failing a save versus Blindness seems like an inconvenience by itself, but if it happens while a Barbarian is in the room, your life expectancy can be measured in seconds. Not to mention that the aforementioned buffed up damage on warrior classes can make reach the point where a full attack from a martial character will one-round kill most level-appropriate enemies.

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** TabletopGame/{{Pathfinder}} eliminated most of the damage loops and frank abuses of 3.5, buffed melee and ranged physical damage so the warrior classes do most of the damage, and still results in this trope due to the prevalence of "Save or Suck" spells. In short, casters can shut down the enemy with spells that inflict status ailments so severe the warriors simply cut down the enemy like butter. For example, failing a save versus Blindness seems like an inconvenience by itself, but if it happens while a Barbarian is in the room, your life expectancy can be measured in seconds. Not to mention that the aforementioned buffed up damage on warrior classes can make reach the point where a full attack from a martial character will one-round kill most level-appropriate enemies.
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* ''Literature/'': The foundation of Nicholls and Barbicane's rivalry: the former designed armor plating, the latter shells, and during the course of the Civil War both started seeing the other's efforts as a personal affront (despite both working for the Union). Nicholls was hit particularly hard by the war ending before he could prove Barbicane's shells wouldn't damage his latest creation, and even worse on learning Barbicane was now building a gun capable of hitting the Moon which no armor would stand up to.

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* ''Literature/'': ''Literature/FromTheEarthToTheMoon'': The foundation of Nicholls and Barbicane's rivalry: the former designed armor plating, the latter shells, and during the course of the Civil War both started seeing the other's efforts as a personal affront (despite both working for the Union). Nicholls was hit particularly hard by the war ending before he could prove Barbicane's shells wouldn't damage his latest creation, and even worse on learning Barbicane was now building a gun capable of hitting the Moon which no armor would stand up to.
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->''A weapon that defeats foes with one hit and causes the user to die from one hit. It loses its sheen and power after two consecutive uses, but will eventually regain both.''

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->''A ->''"A weapon that defeats foes with one hit and causes the user to die from one hit. It loses its sheen and power after two consecutive uses, but will eventually regain both.''"''
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** ''VideoGame/FireEmblemFates'':
*** The "Life and Death" skill enforces this, causing the user deal and take 10 more damage.
*** Chapter 19 of ''Conquest''. The enemies consist entirely of Kitsune, who are fast, move far, hit hard and most have the Pass skill to bypass any attempts to wall them, but have poor HP, defense and a weakness to beast-slaying weapons. The chapter becomes a race to kill as many as possible on the Player Phase to stop them doing the same to you. Doubly so if the player is using [[OurWerewolvesAreDifferent Keaton]], as both him and the enemies are weak to each-other's Beastbane skills. It's even more pronounced on Lunatic, where a few enemies are given the Life of Death skill.
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** There is a reason any modern ship of the battlegroup is going to be sporting a 3-4 layer protection system of long range air defences, self defence missiles and decoys, then close defence missiles and guns. If you are hit, the missile will deal significant damage.
** [[ArmorIsUseless And don't even think about decking yourself out in heavy armor.]] Plate the belt, you're still vulnerable to high explosive antitank heads that don't care much for armor, composite or not, and missiles using a popup attack in the terminal phase to simply smash into the deck, or hit some other vulnerable component.


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** Even then, in close range of perhaps 500-8000m, a modern APFSDS round will cut through composite armor plating of the front of a tank. Trying to defeat this class of weapons at close range is logistically impossible, the physics simply demand an extraordinary amount of armor.
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* ''VideoGame/{{Shadowverse}}'' is designed and balanced in such a way that you can complete a match or two between a subway ride in Japan. They way they accomplish is to give every deck a billion ways to deal direct leader damage. Many late-game cards are either huge Storm minions, have some sort of scaling damage, or are extremely hard to remove, and that's not even mentioning [=OTK=] combos that only take a few cards to set up. But to not make the game totally dominated by late-game cards, mid-game cards are either extremely high-tempo cards or permanent leader effects that snowball out of control if not immediately dealt with, and there's good ol' aggro to fall back on. To top it all off, all of them are made consistent with copious amounts of selective card draw and flexible keywords like Choose and Enhance, so it's much harder to get "dead draws". In contrast, late-game healing and Ward minions are comparatively weak and even huge board-stabilizing cards are reactive and do little to defend against direct damage. As a result, the average game doesn't past turn 12 or even ''get'' to turn 10, and games are rarely ever won through attrition alone.

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* ''VideoGame/{{Shadowverse}}'' is designed and balanced in such a way that you can complete a match or two between a subway ride in Japan. They way they accomplish is to give every deck a billion ways to deal direct leader damage. Many late-game cards are either huge Storm minions, have some sort of scaling damage, or are extremely hard to remove, and that's not even mentioning [=OTK=] combos that only take a few cards to set up. But to not make the game totally dominated by late-game cards, mid-game cards are either extremely high-tempo cards or permanent leader effects that snowball out of control if not immediately dealt with, and there's good ol' aggro to fall back on. To top it all off, all of them are made consistent with copious amounts of selective card draw and flexible keywords like Choose and Enhance, so it's much harder to get "dead draws". In contrast, late-game healing and Ward minions are comparatively weak and even huge board-stabilizing cards are reactive and do little to defend against direct damage. damage, and the game completely lacks any out-of-turn interactions that let you counter them. As a result, the average game doesn't past turn 12 or struggles to even ''get'' get to turn 10, 10 and games are rarely ever won through attrition alone.VictoryByEndurance simply does not exist in this game.
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* ''Literature/'': The foundation of Nicholls and Barbicane's rivalry: the former designed armor plating, the latter shells, and during the course of the Civil War both started seeing the other's efforts as a personal affront (despite both working for the Union). Nicholls was hit particularly hard by the war ending before he could prove Barbicane's shells wouldn't damage his latest creation, and even worse on learning Barbicane was now building a gun capable of hitting the Moon which no armor would stand up to.
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** Parodied in [[https://www.penny-arcade.com/comic/2022/08/24/cards-for-the-card-god this]] ''WebComic/PennyArcade'' strip where Gabe optimistically tries to play the game against a veteran adult player. His opponent goes first, makes some weird noises while he runs some mental calculations, then declares he's won the game. He offers to explain how, but a dispirited Gabe just takes his word for it.
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** "Characters/{{Carnage|CletusKasady}} vs [[Manga/ElfenLied Lucy]]" overlaps this with PaddedSumoGameplay; the fight goes down to who would be the first to land a lethal hit due to Carnage's [[GoodThingYouCanHeal frankly]] [[FromASingleCell ludicrous]] HealingFactor letting him tank all manner of damage short of complete bodily destruction and Lucy's [[SuperSpeed unbelievably-fast]] [[NoSell and incredibly durable]] [[CombatTentacles Vectors]] letting her block almost anything while one good shot from Carnage could easily kill her. [[spoiler:Lucy is deemed the winner since the hosts show her Vectors can not only [[SuperSpeed move much faster]] and [[LongRangeFighter reach farther]] than Carnage, but they can also hit with enough force and [[KillItWithFire firepower]] [[NukeEm (as in, nuclear explosion)]] [[AntiRegeneration to overcome Carnage's durability and]] HealingFactor while also exploiting his [[WeaksauceWeakness weakness]] [[WeakToFire to fire]] to kill him in one shot]].

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** "Characters/{{Carnage|CletusKasady}} vs [[Manga/ElfenLied Lucy]]" overlaps this with PaddedSumoGameplay; the fight goes down to who would be the first to land a lethal hit due to Carnage's [[GoodThingYouCanHeal frankly]] [[FromASingleCell ludicrous]] HealingFactor letting him tank all manner of damage short of complete bodily destruction and Lucy's [[SuperSpeed unbelievably-fast]] and [[NoSell and incredibly durable]] [[CombatTentacles Vectors]] letting her block almost anything while one good shot from Carnage could easily kill her. [[spoiler:Lucy is deemed the winner since the hosts show her Vectors can not only [[SuperSpeed move much faster]] and [[LongRangeFighter reach farther]] than Carnage, but they can also hit with enough force and [[KillItWithFire firepower]] (as in, [[NukeEm (as in, nuclear explosion)]] explosion]]) to [[AntiRegeneration to overcome Carnage's durability and]] HealingFactor durability]] and healing factor while also exploiting his [[WeaksauceWeakness weakness]] [[WeakToFire weakness to fire]] to kill him in one shot]].

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* With the Advent of Beam weaponry in the [[Anime/MobileSuitGundam One Year War]], [[HumongousMecha Mobile Suit]] battles in Universal Century ''Franchise/{{Gundam}}'' turned into this. Most armor couldn't stand up to even a single hit with a beam weapon, and shields maybe saved you from one. So Mobile Suits were designed with only the most necessary armor, as the best defense against a beam weapon was not to get hit at all.

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* With the Advent advent of Beam beam weaponry in the [[Anime/MobileSuitGundam One Year War]], [[HumongousMecha Mobile Suit]] battles in Universal Century ''Franchise/{{Gundam}}'' turned into this. Most armor couldn't stand up to even a single hit with a beam weapon, and shields maybe saved you from one. So Mobile Suits were designed with only the most necessary armor, as the best defense against a beam weapon was not to get hit at all. Later developments in technology reversed this, such as I-field generators (which released particles around the user that would deflect mega particle beams) and eventually the development of beam shields.



* ''TabletopGame/StarfleetBattles'' was notorious for it's "eggshells armed with hammers" nature, in part to speed up the resulting game which was already [[LoadsAndLoadsOfRules overdetailed]].

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* ''TabletopGame/StarfleetBattles'' was notorious for it's its "eggshells armed with hammers" nature, in part to speed up the resulting game which was already [[LoadsAndLoadsOfRules overdetailed]].



* In many of the older 3D fighting games like ''VideoGame/VirtuaFighter'' and ''VideoGame/{{Tekken}}'' you can beat your opponent with 3-4 well placed kicks, and many rounds can be easily ended in a couple of seconds.

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* In many of the older 3D fighting games like ''VideoGame/VirtuaFighter'' and ''VideoGame/{{Tekken}}'' you can beat your opponent with 3-4 well placed kicks, and ''VideoGame/{{Tekken}}'', individual hits do a lot of damage, so many rounds can be easily ended in a couple of seconds.seconds after one side lands three or four good kicks.



* In ''[[VideoGame/NintendoWars Advance Wars]]'', attacking first is crucial. Not only do good match-ups leave victims with 20-0% health left, but [[UnstableEquilibrium the more injured a unit is, the less firepower it has]]. So the strategy is to never let yourself get attacked to ensure you do max damage and reduce the enemy's firepower considerably before they do that to you. Medium tanks and their heavier counterparts have higher defense, but even those have [[TacticalRockPaperScissors counters]] who can chop off 40% or more of their health/firepower. In ''Super Famicom Wars'', however, units attack each other simultaneously, so there is no advantage in attacking first (but firepower still decreases when you're injured).

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* In ''[[VideoGame/NintendoWars Advance Wars]]'', attacking first is crucial. Not only do good match-ups leave victims with 20-0% 20% health left, but left at best, but, because individual units are made up of several people or vehicles and damage is represented by them losing those people, [[UnstableEquilibrium the more injured a unit is, the less firepower it has]]. So the strategy is to never let yourself get attacked to ensure you do max damage and reduce the enemy's firepower considerably before they do that to you. Medium tanks and their heavier counterparts have higher defense, but even those have [[TacticalRockPaperScissors counters]] who can chop off 40% or more of their health/firepower. In ''Super Famicom Wars'', however, units attack each other simultaneously, so there is no advantage in attacking first (but firepower still decreases when you're injured).



* ''VideoGame/StarcraftII'' lets you reduce unit HP as with WC3, but this also applies to custom maps like RTS or zombie survival games.
* ''VideoGame/MetroidDread'': Once Samus acquires the Omega Cannon, both she and the local E.M.M.I. have one-hit-kill weapons. It's just a matter of who lands theirs first.

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* ''VideoGame/StarcraftII'' lets you reduce unit HP as with WC3, [=WC3=], but this also applies to custom maps like RTS or zombie survival games.
* ''VideoGame/MetroidDread'': Once Samus acquires the Omega Cannon, both she and the local E.M.M.I. have one-hit-kill weapons. weapons that are a one-hit kill on each other. It's just a matter of who lands theirs first.first.
* ''VideoGame/Killer7''[='=]s fight against [[spoiler:Andrei Ulmeyda]] works out this way. If he catches you, no matter which personality you're using, he instantly kills them. On the flipside, if you get around behind him and can shoot his weak point, he goes down in one shot.
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* Open combat in ''Franchise/{{Splatoon}}'' rarely lasts more than a few seconds before one side or the other is wiped out. Most [[DropTheHammer rollers]], [[SniperRifle chargers]], and [[GrenadeLauncher blasters]] (as well as nearly every offensive [[SpecialAttack sub]] and [[LimitBreak special]] weapons) are capable of a one-hit kill, and numerous other weapons can kill in two hits. Weapons with lower damage tend to compensate by having high fire rates, meaning that almost any weapon in the game can kill you in a second or so. Thus, sneak attacks and hit-and-run tactics become an important and highly effective strategy.

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* Open combat in ''Franchise/{{Splatoon}}'' rarely lasts more than a few seconds before one side ([[MutualKill or the other both]]) is wiped out. Most [[DropTheHammer rollers]], [[SniperRifle chargers]], and [[GrenadeLauncher blasters]] (as -- as well as nearly every offensive [[SpecialAttack sub]] and [[LimitBreak special]] weapons) weapon -- are capable of a one-hit kill, and numerous kill. Numerous other weapons can weapons, if they aren't strong enough to kill in two hits. Weapons with lower damage tend to hits, compensate by having high fire rates, meaning rates that almost any weapon in the game can allow them to kill you in a second or so.just as quickly anyway, so long as your aim is on-point. Thus, sneak attacks and hit-and-run tactics become an important and highly effective strategy.
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* Open combat in ''VideoGame/{{Splatoon}}'' (and [[VideoGame/Splatoon2 its sequel]]) rarely lasts more than a few seconds before one side or the other is wiped out. Most [[DropTheHammer rollers]], [[SniperRifle chargers]], and [[GrenadeLauncher blasters]] (as well as nearly every offensive [[SpecialAttack sub]] and [[LimitBreak special]] weapons) are capable of a one-hit kill, and numerous other weapons can kill in two hits. Weapons with lower damage tend to compensate by having high fire rates, meaning that almost any weapon in the game can kill you in a second or so. Thus, sneak attacks and hit-and-run tactics become an important and highly effective strategy.

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* Open combat in ''VideoGame/{{Splatoon}}'' (and [[VideoGame/Splatoon2 its sequel]]) ''Franchise/{{Splatoon}}'' rarely lasts more than a few seconds before one side or the other is wiped out. Most [[DropTheHammer rollers]], [[SniperRifle chargers]], and [[GrenadeLauncher blasters]] (as well as nearly every offensive [[SpecialAttack sub]] and [[LimitBreak special]] weapons) are capable of a one-hit kill, and numerous other weapons can kill in two hits. Weapons with lower damage tend to compensate by having high fire rates, meaning that almost any weapon in the game can kill you in a second or so. Thus, sneak attacks and hit-and-run tactics become an important and highly effective strategy.
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* The arcade versions of ''VideoGame/PuyoPuyo Tsu'' and ''Sun'' use a different damage formula in single-player than in multiplayer, one in which way more garbage is generated on average. This is especially noticable in ''Sun'', where the higher damage formula, series-low 48-second margin time, and Sun Puyos combine to make it possible to have your day ruined by a couple of lowly 2-chains.

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* The arcade versions of ''VideoGame/PuyoPuyo Tsu'' ''VideoGame/PuyoPuyoTsu'' and ''Sun'' ''[[VideoGame/PuyoPuyoSun Sun]]'' use a different damage formula in single-player than in multiplayer, one in which way more garbage is generated on average. This is especially noticable in ''Sun'', where the higher damage formula, series-low 48-second margin time, and Sun Puyos combine to make it possible to have your day ruined by a couple of lowly 2-chains.
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* Matches in ''VideoGame/BlazblueCrossTagBattle'' end extremely fast, for much of the same reasons ''VideoGame/CapcomVs'' games do.

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* Matches in ''VideoGame/BlazblueCrossTagBattle'' ''VideoGame/BlazBlueCrossTagBattle'' end extremely fast, for much of the same reasons ''VideoGame/CapcomVs'' games do.
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** ''VideoGame/FireEmblemThreeHouses'' becomes this between two characters, [[ChildProdigy Lysithea]] and the [[TheDreaded Death Knight]]. Lysithea is a very powerful mage who can defeat the Death Knight easily because of her Dark Spikes Τ which causes extra damage to horse riders, the Death Knight included. On the other hand, the Death Knight is strong enough that even the beefiest party members aren't expected to be able to take him head on, so if he attacks first, Lysithea [[SquishyWizard isn't going to survive]].

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** ''VideoGame/FireEmblemThreeHouses'' becomes this between two characters, [[ChildProdigy Lysithea]] and the [[TheDreaded Death Knight]].Knight]][[spoiler:/Jeritza]]. Lysithea is a very powerful mage who can defeat the Death Knight easily because of her Dark Spikes Τ which causes extra damage to horse riders, the Death Knight included. On the other hand, the Death Knight is strong enough that even the beefiest party members aren't expected to be able to take him head on, so if he attacks first, Lysithea [[SquishyWizard isn't going to survive]]. [[spoiler: This even applies in the Crimson Flower route if you didn't recruit Lysithea and you control Jeritza. Jeritza better attack first otherwise Lysithea will attack with Dark Spikes Τ.]]
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* The ''VideoGame/DevilMayCry'' games after the [[VideoGame/DevilMayCry2 second game]] have a "Heaven Or Hell" difficulty mode unlocked after beating the game on the [[HarderThanHard "Must Die"]] mode. All sources of damage -- yours, the enemies', traps and the like -- are boosted to ridiculous levels on this difficulty, so much that anything that can die in the game will do so from a single hit. This is in contrast to the "Hell And Hell" difficulty mode introduced by the [[VideoGame/DevilMayCry4 fourth game]], where this trope only applies to ''[[OneHitPointWonder you]]''.

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* The ''VideoGame/DevilMayCry'' games after the [[VideoGame/DevilMayCry2 second game]] have a "Heaven Or Hell" difficulty mode unlocked after beating the game on the [[HarderThanHard "Must Die"]] mode. All sources of damage -- yours, the enemies', traps and the like -- are boosted to ridiculous levels on this difficulty, so much that anything that can die in the game will do so from a single hit. This is in contrast to the "Hell And Hell" difficulty mode introduced by the [[VideoGame/DevilMayCry4 fourth game]], where this trope only applies to ''[[OneHitPointWonder you]]''.the playable character [[OneHitPointWonder dies in one hit]].

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Trimming down irrelevant stuff


** ''Dungeons & Dragons'' 3.5 edition is often accused of Rocket Tag gameplay. Not only because damage outstrips hit points, but because of an excess of spells which instantly kill or cripple their targets (and spellcasters knowing so many spells that they can always choose the one that's most effective, like MindRape against a dumb enemy). 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 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'', ''color spray'', ''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, but because of an excess of spells which instantly kill or cripple their targets (and spellcasters knowing so many spells that they can always choose the one that's most effective, like MindRape against a dumb enemy). 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 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''.''the core ruleset''. (In general, spells of level 3 and below can't plain win fights like this, but a failed save against a ''grease'', ''color spray'', ''glitterdust'', or ''web'' means you're pretty much screwed while the caster's friends & minions quickly beat you to death.)



** 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 ''splat!'' in one round or even one hit, with almost no exceptions.
** If you plan to play a mid-to-high-level spellcaster (or to a lesser extent, a [[PsychicPowers manifester]]) against a non-spellcaster, [[LinearWarriorsQuadraticWizards expect to win]] because you have ''options''. Even if the game is stacked against you, then you ''are'' about as smart in real life as your character is, right?

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** 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 ''splat!'' in one round or even one hit, with almost no exceptions.
** If you plan to play a mid-to-high-level spellcaster (or to a lesser extent, a [[PsychicPowers manifester]]) against a non-spellcaster, [[LinearWarriorsQuadraticWizards expect to win]] because you have ''options''. Even if the game is stacked against you, then you ''are'' about as smart in real life as your character is, right?
few exceptions.



** 4th Edition was the one edition to [[InvertedTrope invert]] this with its PaddedSumoGameplay. While enemies ''did'' have some attacks that could take a PC down if focus fired, these were generally once per fight skills, and the easy access to quick healing would mean that [=PCs=] would be back up on their feet within a round (Monsters seldom got healing or regeneration because it unnecessarily prolonged an already long slog). A typical 4th Edition fight would start with the monsters unleashing some fairly strong attacks against the party that could make them concerned for a minute, the party quickly healing everyone back up, some exchanges of blows where one or two enemy combatants would eventually be defeated making victory pretty uncertain, and then another 30-60 minutes of mop up by the players. The rules tried to fix this slightly with the second Monster Manual toning down HitPoints and defenses while buffing up an enemy's attack once they [[TurnsRed were "bloodied"]], but combat still took a long time. Probably one of the reasons why 5th Edition below reverted back to quicker combat mechanics.
** 5th edition's armor class incorporates both missing and the attack doing no damage, so while attacks that do hit won't necessarily kill in one shot, even a min-maxed StoneWall won't last long against multiple enemies, while a SquishyWizard might well go down in a single round. Some spells automatically deal damage, but the target can roll a save to reduce the damage taken.

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** 4th Edition was the one edition to [[InvertedTrope invert]] this with its PaddedSumoGameplay. While enemies ''did'' have some attacks that could take a PC down if focus fired, these were generally once per fight skills, and the easy access to quick healing would mean that [=PCs=] would be back up on their feet within a round (Monsters seldom got healing or regeneration because it unnecessarily prolonged an already long slog). A typical 4th Edition fight would start with the monsters unleashing some fairly strong attacks against the party that could make them concerned for a minute, the party quickly healing everyone back up, some exchanges of blows where one or two enemy combatants would eventually be defeated making victory pretty uncertain, and then another 30-60 minutes of mop up by the players. The rules tried to fix this slightly with the second Monster Manual toning down HitPoints and defenses while buffing up an enemy's attack once they [[TurnsRed were "bloodied"]], but combat still took a long time. Probably one of the reasons why time.
**
5th Edition below reverted back tries to quicker strike a balance, with combat mechanics.
** 5th edition's armor class incorporates both missing and
being faster than 4th edition but not as deadly as the attack doing no damage, so while attacks that do hit won't necessarily kill in one shot, even a min-maxed StoneWall won't last long against multiple enemies, while a SquishyWizard might earlier ones. This has gone over well go down in a single round. Some spells automatically deal damage, but with the target can roll a save to reduce majority of the damage taken.fanbase. Perhaps D&D's troubled relationship with this trope is finally at an end... perhaps.



* ''TabletopGame/{{Cyberpunk}} 2020'' is this in spades too. Solos have combat sense, that adds an extra bonus to initiative depending to its level, meaning they're very likely to start a fight before. Since in that game even with protective gear[[note]]Useless against AP ammo[[/note]] a single bullet, especially if is in the head,[[note]]Head damage is doubled[[/note]] can kill your character you can guess why solos mean ''trouble'' for non ones.

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* ''TabletopGame/{{Cyberpunk}} 2020'' is this in spades too. Solos Solo-class characters have a combat sense, that adds an extra bonus to initiative depending to its level, initiative, meaning they're very likely to start a fight before. Since in that game even first. Even with protective gear[[note]]Useless against AP ammo[[/note]] gear a single bullet, especially if is in the head,[[note]]Head damage is doubled[[/note]] head (double damage) can kill your character character. So you can guess see why solos mean ''trouble'' for non ones.non-ones.
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* Some ''VideoGame/DevilMayCry'' games after the third game have a "Heaven Or Hell" difficulty mode unlocked after beating the game on the [[HarderThanHard "Must Die"]] mode. All sources of damage -- yours, the enemies', traps and the like -- are boosted to ridiculous levels on this difficulty, so much that anything that can die in the game will do so from a single hit. This is in contrast to the "Hell And Hell" difficulty mode, where this trope only applies to ''[[OneHitPointWonder you]]''.

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* Some The ''VideoGame/DevilMayCry'' games after the third game [[VideoGame/DevilMayCry2 second game]] have a "Heaven Or Hell" difficulty mode unlocked after beating the game on the [[HarderThanHard "Must Die"]] mode. All sources of damage -- yours, the enemies', traps and the like -- are boosted to ridiculous levels on this difficulty, so much that anything that can die in the game will do so from a single hit. This is in contrast to the "Hell And Hell" difficulty mode, mode introduced by the [[VideoGame/DevilMayCry4 fourth game]], where this trope only applies to ''[[OneHitPointWonder you]]''.
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* Some ''VideoGame/DevilMayCry'' games after the third game have a "Heaven or Hell" difficulty mode unlocked after beating the game on the [[HarderThanHard "Must Die"]] mode. All sources of damage -- yours, the enemies', traps and the like -- are boosted to ridiculous levels on this difficulty, so much that anything that can die in the game will do so from a single hit. This is in contrast to the "Hell And Hell" difficulty mode, where this trope only applies to ''[[OneHitPointWonder you]]''.

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* Some ''VideoGame/DevilMayCry'' games after the third game have a "Heaven or Or Hell" difficulty mode unlocked after beating the game on the [[HarderThanHard "Must Die"]] mode. All sources of damage -- yours, the enemies', traps and the like -- are boosted to ridiculous levels on this difficulty, so much that anything that can die in the game will do so from a single hit. This is in contrast to the "Hell And Hell" difficulty mode, where this trope only applies to ''[[OneHitPointWonder you]]''.
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* Some ''VideoGame/DevilMayCry'' games after the third game have a "Heaven or Hell" difficulty mode unlocked after beating the game on [[HarderThanHard "Dante Must Die!"]] mode. All sources of damage -- yours, the enemy's, traps and the like -- are boosted to ridiculous levels on this difficulty, so much that anything that can die in the game will do so from a single hit. This is in contrast to "Hell or Hell" difficulty, where this only applies to ''[[OneHitPointWonder you]]''.

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* Some ''VideoGame/DevilMayCry'' games after the third game have a "Heaven or Hell" difficulty mode unlocked after beating the game on the [[HarderThanHard "Dante Must Die!"]] "Must Die"]] mode. All sources of damage -- yours, the enemy's, enemies', traps and the like -- are boosted to ridiculous levels on this difficulty, so much that anything that can die in the game will do so from a single hit. This is in contrast to the "Hell or And Hell" difficulty, difficulty mode, where this trope only applies to ''[[OneHitPointWonder you]]''.
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* Many, many weapons in ''VideoGame/ChaosFaction'' (e.g. the Cannon, R.P.G. and Homing Missile) have the capacity to OneHitKill. Many, many fights will boil down to whoever manages to score the first hit with one of said weapons.

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** ''VideoGame/PokemonLegendsArceus'', being focused more on catching, battling, and observing wild Pokémon than battling against [=NPCs=], uses a heavily streamlined version of the main games' battle system: no RandomEncounters, no abilities, no held items, no weather-changing or entry hazard moves (though weather still exists), no results screen at the end of every battle, a StanceSystem that allows combatants to hit either harder but less often or softer but more often, and offensive moves in general have been buffed significantly; moves that are fairly weak in the mainline games like Venoshock and Aerial Ace can now easily chunk a non-tank Pokémon for 40% of their health or more.

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** ''VideoGame/PokemonLegendsArceus'', being focused more on catching, battling, and observing wild Pokémon than battling against [=NPCs=], uses a heavily streamlined version of the main games' battle system: no RandomEncounters, no abilities, no held items, no weather-changing or entry hazard moves (though weather still exists), no results screen at the end of every battle, a StanceSystem that allows combatants to hit either harder but less often or softer but more often, and offensive moves in general have been buffed significantly; moves that are fairly weak in the mainline games like Venoshock and Aerial Ace can now easily chunk a non-tank Pokémon for 40% of their health or more.more, and the smaller power difference between Pokémon of different levels means that lower-level mons can more easily go toe-to-toe with ones 20+ levels higher and ''win''.

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** ''VideoGame/PokemonLegendsArceus'', being focused more on catching, battling, and observing wild Pokémon than battling against [=NPCs=], uses a heavily streamlined version of the main games' battle system: no abilities, no held items, no weather or entry hazard moves, no results screen at the end of every battle, a StanceSystem that allows combatants to hit either harder but less often or softer but more often, and offensive moves in general have been buffed significantly; moves that are fairly weak in the mainline games like Venoshock and Aerial Ace can now easily chunk a non-tank Pokémon for 40% of their health or more.

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** ''VideoGame/PokemonLegendsArceus'', being focused more on catching, battling, and observing wild Pokémon than battling against [=NPCs=], uses a heavily streamlined version of the main games' battle system: no RandomEncounters, no abilities, no held items, no weather weather-changing or entry hazard moves, moves (though weather still exists), no results screen at the end of every battle, a StanceSystem that allows combatants to hit either harder but less often or softer but more often, and offensive moves in general have been buffed significantly; moves that are fairly weak in the mainline games like Venoshock and Aerial Ace can now easily chunk a non-tank Pokémon for 40% of their health or more.
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This trope applies most of the time to real modern warfare: being directly hit (as opposed to grazed) with just one assault rifle bullet will generally kill you, or, at the very least, greatly reduce your combat effectiveness. In multiple [=FPS=] games, this mode of gameplay where all hits are a OneHitKill is also called insta-gib; usually, this mode has everyone equipped with sniper weapons and hits can even lead to LudicrousGibs.

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This trope applies most of the time to real modern warfare: being directly hit (as opposed to grazed) with just one assault rifle bullet will generally kill you, or, at the very least, greatly reduce your combat effectiveness. In multiple [=FPS=] games, this mode of gameplay where all hits are a OneHitKill is also called insta-gib; [=InstaGib=]; usually, this mode has everyone equipped with sniper weapons and hits can even lead to LudicrousGibs.
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This trope applies most of the time to real modern warfare: being directly hit (as opposed to grazed) with just one assault rifle bullet will generally kill you, or, at the very least, greatly reduce your combat effectiveness.

to:

This trope applies most of the time to real modern warfare: being directly hit (as opposed to grazed) with just one assault rifle bullet will generally kill you, or, at the very least, greatly reduce your combat effectiveness. In multiple [=FPS=] games, this mode of gameplay where all hits are a OneHitKill is also called insta-gib; usually, this mode has everyone equipped with sniper weapons and hits can even lead to LudicrousGibs.

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