History Main / ArbitraryHeadCountLimit

27th Aug '16 5:48:28 AM Sonofstranger
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*** Played with in the "Citadel" DLC. When Brooks mentions it's a shame Shepard can't bring their whole team on this mission, Shepard decides to do just that. The controllable party is the same size (they're the guys taking point with Shepard), but the rest of the crew is there to provide covering fire. [[CurbStompBattle The radio chatter consists of the good guys loving how much ass they're kicking and mooks soiling themselves.]] Lampshaded again later when Joker's skycar only has room for Shepard and two others. This leaves the rest of the roster standing around, complaining about not getting picked. Amusingly, one of the complainers is the squad mate that the player has used the least throughout the rest of the game.

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*** Played with in the "Citadel" DLC. When Brooks mentions it's a shame Shepard can't bring their whole team on this mission, Shepard decides to do just that. The controllable party is the same size (they're the guys taking point with Shepard), but the rest of the crew is there to provide covering fire. [[CurbStompBattle The radio chatter consists of the good guys loving how much ass they're kicking and mooks soiling themselves.]] Lampshaded again later when Joker's skycar only has room for Shepard and two others. This leaves the rest of the roster standing around, complaining about not getting picked. Amusingly, one of the complainers is includes the squad mate that the player has used the least throughout the rest of the game.game, the squad mate that the player has used the most, or Wrex.
1st Aug '16 12:52:14 PM Willbyr
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* In the original ''CorpseParty'' for the PC-98, there are five party members. Though they start out together, they're quickly split into a main party of three and a secondary party of two, the latter of which stays behind where they think they're safest, only to end up separated from the others, at which point they spend most of the game simply trying to get back together. Once they've finally reunited, it's time for the FinalBoss -- the ''only'' fight in the game -- and the player must select which three survivors to bring into the battle.

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* In the original ''CorpseParty'' ''VideoGame/CorpseParty'' for the PC-98, there are five party members. Though they start out together, they're quickly split into a main party of three and a secondary party of two, the latter of which stays behind where they think they're safest, only to end up separated from the others, at which point they spend most of the game simply trying to get back together. Once they've finally reunited, it's time for the FinalBoss -- the ''only'' fight in the game -- and the player must select which three survivors to bring into the battle.






* The TabletopGame/YuGiOh Trading Card Game is a rather... alternative version of this. There are several rules for constructing one's Deck, and they change quite often to fit the newest anime-rules. Currently, there must be ''at least'' 40 cards in a deck, 60 at most, and a player can only have 3 copies of each card in their deck, regardless of how many cards they have. Then there's the Extra Deck and Side Deck (the latter of which only serves as extra cards to switch with between matches), both of which are currently limited to 15 cards, though originally, the Extra deck could have 30 and the Side Deck was unlimited. And just to add to the arbitrarity of the rules, some cards are Semi-Limited, Limited or Forbidden, reducing the maximum number of copies you can use by 1, 2 and 3 respectively. Yes. That's right. The producers have made cards that are so powerful nobody is allowed to use them. And then there are some rather less potent cards on the Forbidden List as well (That's right, Witch of the Black Forest. Why are you still on the Forbidden List when Sangan is allowed despite being more useful?). A few of those cards, however, only remain on the Forbidden List because their OCG-versions are still utterly broken.

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* The TabletopGame/YuGiOh ''TabletopGame/YuGiOh'' Trading Card Game is a rather... alternative version of this. There are several rules for constructing one's Deck, and they change quite often to fit the newest anime-rules. Currently, there must be ''at least'' 40 cards in a deck, 60 at most, and a player can only have 3 copies of each card in their deck, regardless of how many cards they have. Then there's the Extra Deck and Side Deck (the latter of which only serves as extra cards to switch with between matches), both of which are currently limited to 15 cards, though originally, the Extra deck could have 30 and the Side Deck was unlimited. And just to add to the arbitrarity of the rules, some cards are Semi-Limited, Limited or Forbidden, reducing the maximum number of copies you can use by 1, 2 and 3 respectively. Yes. That's right. The producers have made cards that are so powerful nobody is allowed to use them. And then there are some rather less potent cards on the Forbidden List as well (That's right, Witch of the Black Forest. Why are you still on the Forbidden List when Sangan is allowed despite being more useful?). A few of those cards, however, only remain on the Forbidden List because their OCG-versions are still utterly broken.
15th Jul '16 1:29:24 PM Diask
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Many [[RolePlayingGame Role Playing Games]] have this as well, centered around the three-to-six-person size of the active party--see PlayerCharacterCalculus for additional classification. In addition to the HandWave explanations common in RealTimeStrategy games, [[RolePlayingGame Role Playing Games]] can use the plot to explain the size limit. For example, in ''VideoGame/FinalFantasyIV,'' every time it looks like the party will grow beyond five, one of your current members will discover pressing business elsewhere. Or ''[[ThePlotReaper die]]''. Or betray you.

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Many [[RolePlayingGame Role {{Role Playing Games]] Game}}s have this as well, centered around the three-to-six-person size of the active party--see PlayerCharacterCalculus for additional classification. In addition to the HandWave explanations common in RealTimeStrategy games, [[RolePlayingGame Role Playing Games]] Games can use the plot to explain the size limit. For example, in ''VideoGame/FinalFantasyIV,'' every time it looks like the party will grow beyond five, one of your current members will discover pressing business elsewhere. Or ''[[ThePlotReaper die]]''. Or betray you.



* The ''enemies'' in ''VideoGame/YoshisIsland'' are subject to this when spawned by pipes or other similar sources. Oddly, the limit depends on ''Yoshi'' - specifically, the number of eggs he has. If the pipe/whatever plus the number of eggs Yoshi has number six or more, it will stop spawning monsters. The real reason, of course, is because these spawn points really only exist to help Yoshi fill up on ammo.

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* The ''enemies'' enemies in ''VideoGame/YoshisIsland'' are subject to this a headcount limit when spawned by pipes or other similar sources. Oddly, the limit depends on ''Yoshi'' - specifically, the number of eggs he has. If the pipe/whatever plus the number of eggs Yoshi has number six or more, it will stop spawning monsters. The real reason, of course, is because these spawn points really only exist to help Yoshi fill up on ammo.



** [[LampshadeHanging Lampshaded]] in ''VideoGame/TalesOfSymphonia'':
--> '''[[DishingOutDirt Gnome]]''': You guys [[JustForPun play dirty]]. [[ArbitraryHeadCountLimit Four against one?]] Well, [[spoiler: Mithos]] did it by [[DuelBoss himself!]]\\
So, uh... the other 4 were just sitting off to the sidelines, maybe eating some curry?
** Similarly, if you go a long time without switching party members in ''VideoGame/TalesOfVesperia'', you may get a skit where the inactive members complain about being left out of the action. Yes, the others really are just sitting on the sidelines.

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** [[LampshadeHanging Lampshaded]] in ''VideoGame/TalesOfSymphonia'':
--> '''[[DishingOutDirt Gnome]]''': You guys [[JustForPun play dirty]]. [[ArbitraryHeadCountLimit Four against one?]] Well, [[spoiler: Mithos]] did it by [[DuelBoss himself!]]\\
So, uh... the other 4 were just sitting off to the sidelines, maybe eating some curry?
** Similarly, if
If you go a long time without switching party members in ''VideoGame/TalesOfVesperia'', you may get a skit where the inactive members complain about being left out of the action. Yes, the others really are just sitting on the sidelines.



* ''VideoGame/RivieraThePromisedLand'' [[LampshadeHanging lampshades]] this by stating that going into battle with more than 3 members would make things too crowded, but this does not explain why battling party members can't tag out.

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* ''VideoGame/RivieraThePromisedLand'' [[LampshadeHanging lampshades]] this by stating states that going into battle with more than 3 members would make things too crowded, but this does not explain why battling party members can't tag out.



* ''LostOdyssey'' has a limit of 5. Even though the formation interface has 10 positions, you're only allowed to fill half of them.

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* ''LostOdyssey'' ''VideoGame/LostOdyssey'' has a limit of 5. Even though the formation interface has 10 positions, you're only allowed to fill half of them.



* Played agonizingly straight in ''{{Suikoden}}''. You have [[LoadsAndLoadsOfCharacters an entire army]] (including several dozen character available for use in your party), but you can only take six at a time. ''SuikodenIII'' added a seventh slot for 'support' characters.
** In ''SuikodenIV'', this was downsized to a four-person party, plus a 'support' {{NPC}}. After this proved unpopular with players, ''SuikodenV'' responded by upping the limit to ''ten'' -- while you could only have up to six actively fighting in your party at any given time, there were four extra slots you could use to bring along other characters, be they supporting [=NPCs=] or other fighters. This helped with LeakedExperience and provided an alternative whenever you had to bring certain characters along for plot-related purposes.

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* Played agonizingly straight in ''{{Suikoden}}''.the ''VideoGame/{{Suikoden}}'' series. You have [[LoadsAndLoadsOfCharacters an entire army]] (including several dozen character available for use in your party), but you can only take six at a time. ''SuikodenIII'' ''VideoGame/SuikodenIII'' added a seventh slot for 'support' characters.
** In ''SuikodenIV'', ''VideoGame/SuikodenIV'', this was downsized to a four-person party, plus a 'support' {{NPC}}. After this proved unpopular with players, ''SuikodenV'' ''VideoGame/SuikodenV'' responded by upping the limit to ''ten'' -- while you could only have up to six actively fighting in your party at any given time, there were four extra slots you could use to bring along other characters, be they supporting [=NPCs=] or other fighters. This helped with LeakedExperience and provided an alternative whenever you had to bring certain characters along for plot-related purposes.



** In ''[[VideoGame/{{Persona}} Persona 1]]'', there were eight possible party members aside from the protagonist. Depending on which quest you were on, one to three of those slots was locked in. The remaining slots could be filled at key points in the story, but once your party was full, additional party members were immediately sent to safety. The ''Persona 2'' Duology also had a cap of five, but (with a single exception in Eternal Punishment, based on which reality-warping rumour you decide to spread) you don't get to select which party members will fill those slots. However, eventually the character you pick will leave the party for the "true" fifth party member, and it's not really explained why you can't have all six.
** ''VideoGame/{{Persona 3}}'' justifies this by having the party be an exploration team. That way, if the entire team bites it, SEES won't be wiped out. (...Well, [[spoiler:the world will end if the protagonist is killed, so they won't really get a chance to ''use'' the backup. But it's a nice thought.]])

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** In ''[[VideoGame/{{Persona}} Persona 1]]'', ''VideoGame/{{Persona}}'', there were eight possible party members aside from the protagonist. Depending on which quest you were on, one to three of those slots was locked in. The remaining slots could be filled at key points in the story, but once your party was full, additional party members were immediately sent to safety. The ''Persona 2'' Duology also had a cap of five, but (with a single exception in Eternal Punishment, based on which reality-warping rumour you decide to spread) you don't get to select which party members will fill those slots. However, eventually the character you pick will leave the party for the "true" fifth party member, and it's not really explained why you can't have all six.
** ''VideoGame/{{Persona 3}}'' ''VideoGame/Persona3'' justifies this by having the party be an exploration team. That way, if the entire team bites it, SEES won't be wiped out. (...Well, [[spoiler:the world will end if the protagonist is killed, so they won't really get a chance to ''use'' the backup. But it's a nice thought.]])



** ''VideoGame/{{Persona 4}}'' looks like it has a similar set up as the prequel... but then the entire party inexplicably shows up in the final room of each dungeon. There is, admittedly, a portal leading there from the lobby.

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** ''VideoGame/{{Persona 4}}'' ''VideoGame/Persona4'' looks like it has a similar set up as the prequel...previous game... but then the entire party inexplicably shows up in the final room of each dungeon. There is, admittedly, a portal leading there from the lobby.



* ''VideoGame/{{Wild ARMs 5}}'' only allows you to have 3 characters in battle out of the 6 playable characters. This is down from 4 in the previous game.

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* ''VideoGame/{{Wild ARMs 5}}'' ''VideoGame/WildARMs5'' only allows you to have 3 characters in battle out of the 6 playable characters. This is down from 4 in the previous game.



* ''[[VideoGame/CelestianTalesOldNorth Celestian Tales: Old North]]'' limits you to three people in the active party, although the total party count is six all throughout the game. An NPC at the beginning of the game explains the reasoning behind this.

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* ''[[VideoGame/CelestianTalesOldNorth Celestian Tales: Old North]]'' ''VideoGame/CelestianTalesOldNorth'' limits you to three people in the active party, although the total party count is six all throughout the game. An NPC at the beginning of the game explains the reasoning behind this.



* ''VideoGame/CthulhuSavesTheWorld'' has a limit of four characters in the active party out of eight total. Beating the game unlocks the ''Franchise/{{Highlander}}'' mode which exaggerates the limit to the point where [[ShoutOut there can be only one]] active party member.



* Your spaceship in ''VideoGame/FTLFasterThanLight'' can hold a maximum of eight crewmen; if you get one more than that, you will be forced to dismiss someone. Justified since in real spacecraft design [[http://www.projectrho.com/public_html/rocket/basicdesign.php#id--Every_Gram_Counts every gram counts]], including those of spacemen.






** In ''Warcraft II'' there is a hidden limit of 600 units (and buildings) divided by the number of players. (Meaning only 75 per player in an eight player game.) Extraneous units simply disappear when their construction completes, wasting resources.
** In ''Warcraft III'', there is also a global supply limit of 90 (raised to 100 in the expansion) on the total number of units a player can train (although it is possible to go over this limit if the extra units are acquired via means other than training, like resurrection spells or a scenario script). Unlike ''{{Starcraft}}'', there is only one supply pool (as opposed to a separate one for each race), and the limit thus cannot be circumvented by building units of different races.

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** In ''Warcraft II'' ''VideoGame/WarcraftII'' there is a hidden limit of 600 units (and buildings) divided by the number of players. (Meaning only 75 per player in an eight player game.) Extraneous units simply disappear when their construction completes, wasting resources.
** In ''Warcraft III'', ''VideoGame/WarcraftIII'', there is also a global supply limit of 90 (raised to 100 in the expansion) on the total number of units a player can train (although it is possible to go over this limit if the extra units are acquired via means other than training, like resurrection spells or a scenario script). Unlike ''{{Starcraft}}'', there is only one supply pool (as opposed to a separate one for each race), and the limit thus cannot be circumvented by building units of different races.



* In ''{{Starcraft}}'', one could only have a maximum of 200 supply worth of units on one's side; if you tried to make another after the limit was reached, it simply wouldn't work. However, in the ExpansionPack, ''Starcraft: Brood War'', the "Dark Archon" could capture the other side's worker units, thus allowing you to create buildings and build up to 200 of each of the three races in the game.

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* In ''{{Starcraft}}'', ''VideoGame/{{Starcraft}}'', one could only have a maximum of 200 supply worth of units on one's side; if you tried to make another after the limit was reached, it simply wouldn't work. However, in the ExpansionPack, ''Starcraft: Brood War'', the "Dark Archon" could capture the other side's worker units, thus allowing you to create buildings and build up to 200 of each of the three races in the game.



** The Unit Limit in ''{{Starcraft}}'' was put in place not as a balancing factor, but to prevent players from building units in excess of what the game could process. Despite this, it is possible for a Zerg player to force the game's memory out by building Overlords (the only unit in the game that does not use up supply) en masse, causing units to stop spawning when the game runs out of memory. Not a very useful tactic in high-level play, due to the tendency of games to end quickly, and the resource limit imposed by most maps.

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** The Unit Limit in ''{{Starcraft}}'' ''Starcraft'' was put in place not as a balancing factor, but to prevent players from building units in excess of what the game could process. Despite this, it is possible for a Zerg player to force the game's memory out by building Overlords (the only unit in the game that does not use up supply) en masse, causing units to stop spawning when the game runs out of memory. Not a very useful tactic in high-level play, due to the tendency of games to end quickly, and the resource limit imposed by most maps.



* In ''VideoGame/{{Warzone 2100}}'' each player (a game can have up to 8 players) is allowed to have 300 units (though only a dozen or so trucks - the game's worker unit - are allowed). That cap is several times higher than the AI and pathfinding is able to handle though, resulting in that in long matches with several players on big maps, some units are unable to move or take minutes after being issued an order before they actually carry them out, and clouds of attacking VTOL bombers can slow even the fastest computer available to a crawl.

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* In ''VideoGame/{{Warzone 2100}}'' ''VideoGame/Warzone2100'' each player (a game can have up to 8 players) is allowed to have 300 units (though only a dozen or so trucks - the game's worker unit - are allowed). That cap is several times higher than the AI and pathfinding is able to handle though, resulting in that in long matches with several players on big maps, some units are unable to move or take minutes after being issued an order before they actually carry them out, and clouds of attacking VTOL bombers can slow even the fastest computer available to a crawl.






** ''VideoGame/TacticsOgre'' has perhaps one of the largest player parties outside of real time strategy games, at ''ten'' party members during battles. And when one includes any potential [[GuestStarPartyMember Guests]] adding to the roster, it can be even ''more''. This leads to one battle early in the game where you just disgustingly outmatch the enemy, since you not only have your ten party members, but Kachua, Vice, and Leonard...against just little old Nybbas, two {{Mook}}s, and a couple undead that die easily.

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** ''VideoGame/TacticsOgre'' has perhaps one of the largest player parties outside of real time strategy games, at ''ten'' party members during battles. And when one includes any potential [[GuestStarPartyMember Guests]] {{Guest|StarPartyMember}}s adding to the roster, it can be even ''more''. This leads to one battle early in the game where you just disgustingly outmatch the enemy, since you not only have your ten party members, but Kachua, Vice, and Leonard...against just little old Nybbas, two {{Mook}}s, and a couple undead that die easily.



* ''VideoGame/{{Wild ARMs XF}}'' allows a maximum of 8 units on any map, sometimes less. You can create as many PlayerMooks as you want, though.

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* ''VideoGame/{{Wild ARMs XF}}'' ''VideoGame/WildARMsXF'' allows a maximum of 8 units on any map, sometimes less. You can create as many PlayerMooks as you want, though.



* ''MagicTheGathering'' has a limit of of four copies of a card in a deck. Early in the game's history, people won tournaments with decks of twenty Black Lotuses, twenty Channels and twenty Fireballs; the somewhat-arbitrary limit of four was decided on as a reasonable compromise between flexibility and cheese.

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* ''MagicTheGathering'' ''TabletopGame/MagicTheGathering'' has a limit of of four copies of a card in a deck. Early in the game's history, people won tournaments with decks of twenty Black Lotuses, twenty Channels and twenty Fireballs; the somewhat-arbitrary limit of four was decided on as a reasonable compromise between flexibility and cheese.



* In ''[[FanFic/SovereignGFCOrigins Origins]]'', a ''Franchise/MassEffect''[=/=]''StarWars''[[spoiler:[=/=]''[=Borderlands=]''[=/=]''[=Halo=]'']] MassiveMultiplayerCrossover, Samantha Shepard [[DiscussedTrope discusses]] this feature from the games, and it's ultimately [[JustifiedTrope blamed on computer limitations]]. A subsequent system upgrade allows squad leaders to more effectively manage groups larger than three, but there is still a (higher) limit imposed by the mental faculties of the commander--keeping track of [[LoadsAndLoadsOfCharacters Loads and Loads of Squadmates]] could actually make performance worse, not better.

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* In ''[[FanFic/SovereignGFCOrigins Origins]]'', a ''Franchise/MassEffect''[=/=]''StarWars''[[spoiler:[=/=]''[=Borderlands=]''[=/=]''[=Halo=]'']] MassiveMultiplayerCrossover, Samantha Shepard [[DiscussedTrope discusses]] {{discusse|dTrope}}s this feature from the games, and it's ultimately [[JustifiedTrope blamed on computer limitations]]. A subsequent system upgrade allows squad leaders to more effectively manage groups larger than three, but there is still a (higher) limit imposed by the mental faculties of the commander--keeping track of [[LoadsAndLoadsOfCharacters Loads and Loads of Squadmates]] could actually make performance worse, not better.



5th Jul '16 1:12:30 PM Discar
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** ''VideoGame/DragonAgeInquisition'' is just as bad as ''Origins''. The majority of your companions have nothing else to do ''but'' adventure with you. The Iron Bull could theoretically be out with his mercenaries now and then and Cassandra presumably has a leadership role in the Inquisition given she started it, but no one else has such constraints. Especially noticeable because the Inquisition goes on major campaigns like trying to stop the BigBad from taking an ancient temple or assassinating an empress and most of your group is ''left behind'' for it.

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** ''VideoGame/DragonAgeInquisition'' subverts this. While the three-companion limit remains, it is repeatedly implied that you're actually bringing all of them with you, you just as bad as ''Origins''. The majority of your companions have nothing else to do ''but'' adventure with you. The Iron Bull could theoretically be out with his mercenaries now and then and Cassandra presumably has a leadership role in the Inquisition given she started it, but no one else has such constraints. Especially noticeable can't use them because the Inquisition goes on of GameplayAndStorySegregation. Talking to them after major campaigns like trying to stop quests has them speaking as if they were there, and sometimes they'll just pop up out of nowhere during the BigBad from taking an ancient temple or assassinating an empress quest itself. For example, if you [[spoiler:exile the Grey Wardens and most of Blackwall isn't in your group is ''left behind'' party, he'll still randomly appear to ask the Inquisitor permission to stay]]. Additionally, characters who are not in the active party at the time may still express approval or disapproval for it.your choices. The primary exception to this is [[spoiler:the Fade sequence in Adamant]]; conversations afterward make it clear that your chosen party members were the only ones with you.
11th Jun '16 9:00:23 PM Doug86
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* ''Franchise/FireEmblem'' has a limited number of deployments per chapter. It changes each chapter as to how many troops can come with you. A few of these they will make a passing mention of how this is supposed to be a 'low key' attack or how only so many people can pass, or the others are guarding something. In general it's just to make it challenging, as ''Fire Emblem'' is NintendoHard. Although [[VideoGame/FireEmblemTellius 9 and 10]] try to justify it as a Vanguard. Averted in 4, where the player could field every unit (somewhat necessary, as the maps were HUGE, not to mention that the game had far fewer units to choose from than do the other games in the series).

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* ''Franchise/FireEmblem'' ''VideoGame/FireEmblem'' has a limited number of deployments per chapter. It changes each chapter as to how many troops can come with you. A few of these they will make a passing mention of how this is supposed to be a 'low key' attack or how only so many people can pass, or the others are guarding something. In general it's just to make it challenging, as ''Fire Emblem'' is NintendoHard. Although [[VideoGame/FireEmblemTellius 9 and 10]] try to justify it as a Vanguard. Averted in 4, where the player could field every unit (somewhat necessary, as the maps were HUGE, not to mention that the game had far fewer units to choose from than do the other games in the series).
28th May '16 5:52:51 AM AnotherGamer
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* Averted in the ''VideoGame/ProjectXZone'' games. Everyone in the active party will be on the field. Even if the group is separated, they'll just start on opposite ends of the battlefield. Only if the plot says people are ''really'' separated (we're talking dimensional travel here) will you be working with less than a full headcount.

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* Averted in the first ''VideoGame/ProjectXZone'' games.game. Everyone in the active party will be on the field. Even if the group is separated, they'll just start on opposite ends of the battlefield. Only if the plot says people are ''really'' separated (we're talking dimensional travel here) will you be working with less than a full headcount. The second game plays this straight and generally lets you only choose 10 characters to use per level, with only a select few stages letting you use the entire cast.
13th May '16 11:03:09 AM Xagittary
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* ''VideoGame/DragonQuestVII'', is absolutely horrible about this, sticking to the [[VideoGame/DragonQuest series]]' usual four-person party... when there's only about six main characters anyways. Leading to more than a few {{Contrived Coincidence}}s to keep the "extra heroes" [[PutOnABus busy]] until it's time to rotate them into the plot again. Made worse when one dungeon guest characters count toward this maximum party size.

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* ** ''VideoGame/DragonQuestVII'', is absolutely horrible about this, sticking to the [[VideoGame/DragonQuest series]]' usual four-person party... when there's only about six main characters anyways. Leading to more than a few {{Contrived Coincidence}}s to keep the "extra heroes" [[PutOnABus busy]] until it's time to rotate them into the plot again. Made worse when one dungeon guest characters count toward this maximum party size.size.
** Averted in ''VideoGame/DragonQuestVIII'' since there are only four playable characters.
9th May '16 4:12:28 PM ScorpiusOB1
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Added DiffLines:

* In ''VideoGame/Ogame'', if you attempt to send a colony ship towards an unoccupied planet when you already have colonized the maximum number of planets that you can[[note]]Your homeworld plus eight more at first, later revised to your homeworld plus a number that depends of how much you've researched the "Astrophysics" tech[[/note]] you get a message that goes something as "riots on the main planet of your Empire as it's to big to be controlled forcing the colonizer to return to the planet from it was launched
8th Apr '16 9:08:51 AM Kazmahu
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** Downplayed in ''VideoGame/MegadimensionNeptuniaVII''. The same limit is there, but the game is reluctant to give you enough characters to fll it out - by about the halfway point, yo can count the number of battles where you've had four party members on one hand, let alone anyone to put in reserves. Played straight when those barriers fall, though less ridiculous then in ''[=R;B3=]''; at most, you'll have 16 characters, but that's still enough for two full teams.

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** Downplayed in ''VideoGame/MegadimensionNeptuniaVII''. The same limit is there, but the game is reluctant to give you enough characters to fll fill it out - by about the halfway point, yo can count the number of battles where you've had four party members on one hand, let alone anyone to put in reserves. Played straight when those barriers fall, though less ridiculous then in ''[=R;B3=]''; at most, you'll have 16 characters, but that's still enough for two full teams.


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* You can only ever be training one Overlord in ''VideoGame/TrillionGodOfDestruction'', and they will be dispatched alone to fight the eponymous BigBad. Discussed and justified by the fact they need to be wearing the Ring of the Tyrant to even get close to Trillion, and and it's this power they're actually training with.
7th Apr '16 10:58:11 AM Morgenthaler
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* In ''OperationFlashpoint'', squads are limited to twelve soldiers at a time, including the leader. This is due to technical limitations: squadmates are selected with the function keys. The AI is also affected by this as the mission editor won't let you link more than twelve soldiers into a squad.
* "Tactical" shooters like ''VideoGame/RainbowSix'' or ''SWAT4'' give you long, impressive-looking rosters of potential teammates to aid you in your missions... then limit you to a small squad of operators regardless of the size of the level. Particularly glaring when you're asked to clear large structures - cargo ships, oil rigs, warehouses, hospitals - with less than 10 people.
* ''{{Postal}} 2'' has a form of this - there is an option to limit the amount of people spawned in one map area at a time, to prevent overloading and causing the game to crash. Depending on the player's setup, one can increase that number for more carnage.

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* In ''OperationFlashpoint'', ''VideoGame/OperationFlashpoint'', squads are limited to twelve soldiers at a time, including the leader. This is due to technical limitations: squadmates are selected with the function keys. The AI is also affected by this as the mission editor won't let you link more than twelve soldiers into a squad.
* "Tactical" shooters like ''VideoGame/RainbowSix'' or ''SWAT4'' ''VideoGame/SWAT4'' give you long, impressive-looking rosters of potential teammates to aid you in your missions... then limit you to a small squad of operators regardless of the size of the level. Particularly glaring when you're asked to clear large structures - cargo ships, oil rigs, warehouses, hospitals - with less than 10 people.
* ''{{Postal}} ''VideoGame/{{Postal}} 2'' has a form of this - there is an option to limit the amount of people spawned in one map area at a time, to prevent overloading and causing the game to crash. Depending on the player's setup, one can increase that number for more carnage.
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