History Main / MinmaxersDelight

13th Nov '16 9:39:49 AM billybobfred
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** Combat Reflexes: A poster on RPG.net claimed every player in his group took it and renamed it "Don't Suck". It [[PointBuildSystem costs 15]] to give +1 to dodge, parry, and block, then a pile of minor effects. Enhanced Dodge '''alone''' (+1 to dodge) costs 15 points as well. Puzzle that out. By [[WordOfGod Word of Kromm]], it is intentionally under-priced to help lower-point characters [[http://forums.sjgames.com/showpost.php?p=739090&postcount=5 "not die all the time."]]

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** Combat Reflexes: A poster on RPG.net claimed every player in his group took it and renamed it "Don't Suck". It [[PointBuildSystem costs 15]] to give +1 to dodge, parry, and block, then a pile of minor effects. Enhanced Dodge '''alone''' (+1 to dodge) costs 15 points as well. Puzzle that out. [[labelnote:Answer]]Combat Reflexes is a one-time purchase, while Enhanced Dodge can be bought repeatedly.[[/labelnote]] By [[WordOfGod Word of Kromm]], it is intentionally under-priced to help lower-point characters [[http://forums.sjgames.com/showpost.php?p=739090&postcount=5 "not die all the time."]]
3rd Nov '16 7:40:16 PM mogryo
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* Similarly, though far more dramatically so, medichines in ''TabletopGame/EclipsePhase''. They are cheap, they have no downsides, they give powerful and extremely important bonuses and all too often they literally mean the difference between life and death (many dangers you can't even ''try'' to save against if you don't have medichines). The only reason not to buy them is if your character has some kind of ideological thing going on against nanotech, and even then...

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* Similarly, though far more dramatically so, medichines Medichines in ''TabletopGame/EclipsePhase''. They are cheap, they have no downsides, they give powerful and extremely important bonuses and all too often they literally mean the difference between life and death (many dangers you can't even ''try'' to save against if you don't have medichines). The only reason not to buy them is if your character has some kind of ideological thing going on against nanotech, and even then...
16th Oct '16 10:04:31 AM nombretomado
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* In ''FinalFantasyTactics'', there's the Archer class's Support Ability, Concentration, with which you never miss in physical and some magical attacks. Then there's the Samurai class's Blade Grasp Reaction Ability, which ensures that your units will rarely get physically hit ever again.
** And then there's the Calculator skillset, which lets you cast nearly any spell instantly, at infinite range, at 0 MP cost, essentially turning the character you give it to a PersonOfMassDestruction. The Calculator has the shortcoming of its spell targeting being very different from any other class, with the result that the only way to hit the intended target(s) might also put some (or in extreme cases, all) of your own party members in the line of fire. Fortunately, that flaw can very easily be turned in an asset by spamming Holy (a strong spell that no enemy is immune to) and equipping your party members with items that absorb Holy. Once that's done, it's a ''good'' thing if your Calculator hits himself and/or an ally with his spell, because they'll be healed by it.

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* In ''FinalFantasyTactics'', there's ''VideoGame/FinalFantasyTactics'':
** There's
the Archer class's Support Ability, Concentration, with which you never miss in physical and some magical attacks. Then there's the Samurai class's Blade Grasp Reaction Ability, which ensures that your units will rarely get physically hit ever again.
** And then there's There's the Calculator skillset, which lets you cast nearly any spell instantly, at infinite range, at 0 MP cost, essentially turning the character you give it to a PersonOfMassDestruction. The Calculator has the shortcoming of its spell targeting being very different from any other class, with the result that the only way to hit the intended target(s) might also put some (or in extreme cases, all) of your own party members in the line of fire. Fortunately, that flaw can very easily be turned in an asset by spamming Holy (a strong spell that no enemy is immune to) and equipping your party members with items that absorb Holy. Once that's done, it's a ''good'' thing if your Calculator hits himself and/or an ally with his spell, because they'll be healed by it.



** ''FinalFantasyTacticsAdvance'' also has Concentrate, here increasing the accuracy of physical attacks by a flat 50% and status effects by 20% (20 and 50 of 100, not of base accuracy). This includes OneHitKill moves whose only weakness was a low natural accuracy.
** ''[[FinalFantasyTacticsA2 A2]]'' {{nerf}}ed Concentration to a flat 5% accuracy bonus (as in 5% of 100%, not 5% of the current accuracy) and also made base accuracy for most physical attack 99% instead of tremendously varying by class. Though it has its own in [[ReducedManaCost Halve MP]] (because MP starts at 0 and grows each turn) or [[CastFromHitPoints Blood Price]] for any Magick-user.\\

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** ''FinalFantasyTacticsAdvance'' ''VideoGame/FinalFantasyTacticsAdvance'' also has Concentrate, here increasing the accuracy of physical attacks by a flat 50% and status effects by 20% (20 and 50 of 100, not of base accuracy). This includes OneHitKill moves whose only weakness was a low natural accuracy.
** ''[[FinalFantasyTacticsA2 ''[[VideoGame/FinalFantasyTacticsA2 A2]]'' {{nerf}}ed Concentration to a flat 5% accuracy bonus (as in 5% of 100%, not 5% of the current accuracy) and also made base accuracy for most physical attack 99% instead of tremendously varying by class. Though it has its own in [[ReducedManaCost Halve MP]] (because MP starts at 0 and grows each turn) or [[CastFromHitPoints Blood Price]] for any Magick-user.\\
7th Oct '16 5:52:05 AM RainingMetal
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7th Oct '16 5:51:44 AM RainingMetal
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* While the stats in VideoGame/ThisWarOfMine aren't malleable, the LackOfEmpathy characteristic becomes a moot point for those who don't harm innocents or commit atrocities, thus negating the need for morale boosting. Roman (a survivor who excels in combat), in particular, becomes a GameBreaker provided he's in a good mood. Substance addictions (coffee drinkers and smokers) are also rendered redundant as long as the player does good deeds.
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30th Aug '16 8:17:35 PM VeryMelon
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*** Ballistic Weave is an armor modification that gives a rather large ballistic and energy defense boost. The majority of light clothing and a small handful of hats in the game can be modded with Ballistic Weave, gifting defenses only surpassed by wearing Power Armor.

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*** Ballistic Weave is an armor modification that gives a rather large ballistic and energy defense boost. The majority of light clothing and a small handful of hats in the game can be modded with Ballistic Weave, gifting mass defenses only surpassed by wearing Power Armor.to any build with 3 STR.
29th Aug '16 5:58:51 PM justanid
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--> ''Webcomic/TheOrderOfTheStick'': [[http://www.giantitp.com/comics/oots0354.html "Wait, I'm confused--there are druids who DON'T take the Natural Spell feat??"]]
29th Aug '16 4:31:56 PM justanid
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* In the TabletopGame/D20Modern sourcebook Cyberscape (a sourcebook about [[{{Cyborg}} cybernetic implants]]), you get that little gem: An implant called Nasal Filter. It does ExactlyWhatItSaysOnTheTin, filtering any airborne harmful chemicals or bacterias, giving a +6 to Fortitude saves (i.e. good extra protection) against airborne poisons and disease (including tear gas). ButWaitTheresMore Its purchase DC is a mere 18 (meaning it can be purchased by any level one character) and it doesn't counts against implant limits (in the standard cybernetics rules, you can only have a limited number of implants, depending on how much constitution you have (that is to say how physically healthy you are). Far from a gamebreaker in a game where gas masks can be readily bought from the Internet, but still an implant you have no legitimate reason not to take, just in case.
** In the TabletopGame/D20Modern sourcebook D20 Future, there are mutations. Mutations are point based, you gain points by choosing harmful mutations, and spend them in advantageous mutations. One advantageous mutation, fang, gives you a bite attack. The cost for this mutation is equal to the bonus points you gain blood hunger mutation (which requires you to have a bite attack), that forces you to drink blood once a day from a living creature. All you need is a person willing to give you blood, and you get a close combat weapon no one can take away from you, at no cost.

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* In the TabletopGame/D20Modern ''TabletopGame/D20Modern'' sourcebook Cyberscape (a sourcebook about [[{{Cyborg}} cybernetic implants]]), you get that little gem: An implant called Nasal Filter. It does ExactlyWhatItSaysOnTheTin, filtering any airborne harmful chemicals or bacterias, giving a +6 to Fortitude saves (i.e. good extra protection) against airborne poisons and disease (including tear gas). ButWaitTheresMore Its purchase DC is a mere 18 (meaning it can be purchased by any level one character) and it doesn't counts against implant limits (in the standard cybernetics rules, you can only have a limited number of implants, depending on how much constitution you have (that is to say how physically healthy you are). Far from a gamebreaker in a game where gas masks can be readily bought from the Internet, but still an implant you have no legitimate reason not to take, just in case.
** In the TabletopGame/D20Modern ''TabletopGame/D20Modern'' sourcebook D20 Future, ''D20 Future'', there are mutations. Mutations are point based, you gain points by choosing harmful mutations, and spend them in advantageous mutations. One advantageous mutation, fang, gives you a bite attack. The cost for this mutation is equal to the bonus points you gain blood hunger mutation (which requires you to have a bite attack), that forces you to drink blood once a day from a living creature. All you need is a person willing to give you blood, and you get a close combat weapon no one can take away from you, at no cost.



** This applies to flaws in pretty much any system where they raise their ugly head. In ''oWoD'' games and ''GURPS'' you can almost always pick a bunch of minor disadvantages that will never ever hinder you in actual play. In worse cases, these disadvantages actually give you justifications for being an asshole.

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** This applies to flaws in pretty much any system where they raise their ugly head. In ''oWoD'' ''[[TabletopGame/OldWorldOfDarkness oWoD]]'' games and ''GURPS'' ''TabletopGame/{{GURPS}}'' you can almost always pick a bunch of minor disadvantages that will never ever hinder you in actual play. In worse cases, these disadvantages actually give you justifications for being an asshole.



** Dragon Magazine had some of the best 3.5 flaws for this trope. One of them was called "No Familiar," for Sorcerers and Wizards, which was the same as a free feat with no drawbacks, since nobody ever used the familiar anyway (a weak creature that caused you to lose XP if it was killed.) If you actually did want your familiar for some reason, there was a feat that granted you a one with abilities based on your caster level instead of your class level, so if you were going into a Prestige class (and thanks to EmptyLevels, everyone went for prestige classes), this flaw-feat combo amounted to a free net advantage.
* In the TabletopGame/D20Modern sourcebook D20 Future, there are mutations. Mutations are point based, you gain points by choosing harmful mutations, and spend them in advantageous mutations. One advantageous mutation, fang, gives you a bite attack. The cost for this mutation is equal to the bonus points you gain blood hunger mutation (which requires a bite attack to be taken), that forces you to drink blood once a day from a living creature. All you need is a person willing to give you blood, and you get a close combat weapon no one can take away from you, at no cost. In the same vein, Festering Sores is a mutation that covers your character's skin with festering sores. The effect is more aggravating than harmful, but it reduces an armor's max Dexterity bons by 2 and increases armor penalties by 2. A fast hero with maxed out dexterity gains no benefits from armors anyway, so he/she might as well take this mutation. There is also "Neutrad Dependency" and "Poisonous blood". The first being a mutation that gives you 6 points and makes you roll fortitude saves or get Constitution damage unless you take a Neutrad dose every day (and taking a Neutrad dose fixes the damage), the second making your blood poison itself and requiring a daily [[MagicalAntidote Antitox dose]] or suffer the same effects, and gives you as many points. Sounds bad right? Except Neutrad and Antitox are cheap and freely available commodities (unless you play D20 Apocalypse).
** Traits an flaws from Unearthed Arcana make a comeback in TabletopGame/D20Modern. So for a character whom isn't a tech guy/gal, technophobe is a real bargain. By taking penalties to technical skills, most of those cannot be used untrained, you gain a free feat.

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** Dragon Magazine ''Magazine/{{Dragon}}'' magazine had some of the best 3.5 flaws for this trope. One of them was called "No Familiar," for Sorcerers and Wizards, which was the same as a free feat with no drawbacks, since nobody ever used the familiar anyway (a weak creature that caused you to lose XP if it was killed.) If you actually did want your familiar for some reason, there was a feat that granted you a one with abilities based on your caster level instead of your class level, so if you were going into a Prestige class (and thanks to EmptyLevels, everyone went for prestige classes), this flaw-feat combo amounted to a free net advantage.
* In the TabletopGame/D20Modern ''TabletopGame/D20Modern'' sourcebook D20 Future, ''D20 Future'', there are mutations. Mutations are point based, you gain points by choosing harmful mutations, and spend them in advantageous mutations. One advantageous mutation, fang, gives you a bite attack. The cost for this mutation is equal to the bonus points you gain blood hunger mutation (which requires a bite attack to be taken), that forces you to drink blood once a day from a living creature. All you need is a person willing to give you blood, and you get a close combat weapon no one can take away from you, at no cost. In the same vein, Festering Sores is a mutation that covers your character's skin with festering sores. The effect is more aggravating than harmful, but it reduces an armor's max Dexterity bons bonus by 2 and increases armor penalties by 2. A fast hero with maxed out dexterity gains no benefits from armors anyway, so he/she might as well take this mutation. There is also "Neutrad Dependency" and "Poisonous blood". The first being a mutation that gives you 6 points and makes you roll fortitude saves or get Constitution damage unless you take a Neutrad dose every day (and taking a Neutrad dose fixes the damage), the second making your blood poison itself and requiring a daily [[MagicalAntidote Antitox dose]] or suffer the same effects, and gives you as many points. Sounds bad right? Except Neutrad and Antitox are cheap and freely available commodities (unless you play D20 Apocalypse).
''D20 Apocalypse'').
** Traits an flaws from Unearthed Arcana make a comeback in TabletopGame/D20Modern.''TabletopGame/D20Modern''. So for a character whom isn't a tech guy/gal, technophobe is a real bargain. By taking penalties to technical skills, most of those cannot be used untrained, you gain a free feat.



* Averted for plot-related disadvantages in MutantsAndMasterminds, called "Complications". They only yield their benefit (free Hero Points) when and if they disadvantage your character in some way.

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* Averted for plot-related disadvantages in MutantsAndMasterminds, ''TabletopGame/MutantsAndMasterminds'', called "Complications". They only yield their benefit (free Hero Points) when and if they disadvantage your character in some way.
21st Aug '16 12:32:11 PM nombretomado
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* Similarly, though far more dramatically so, medichines in EclipsePhase. They are cheap, they have no downsides, they give powerful and extremely important bonuses and all too often they literally mean the difference between life and death (many dangers you can't even ''try'' to save against if you don't have medichines). The only reason not to buy them is if your character has some kind of ideological thing going on against nanotech, and even then...

to:

* Similarly, though far more dramatically so, medichines in EclipsePhase.''TabletopGame/EclipsePhase''. They are cheap, they have no downsides, they give powerful and extremely important bonuses and all too often they literally mean the difference between life and death (many dangers you can't even ''try'' to save against if you don't have medichines). The only reason not to buy them is if your character has some kind of ideological thing going on against nanotech, and even then...
19th Aug '16 5:55:46 PM Gosicrystal
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* ''VideoGame/ArcStyleBaseball3D'':
** Pitching is all about using Tall characters. They have the second fastest delivery speed and the most useful pitches by far in the game: slider, two-seam and [[ThatOneAttack forkball]]. Also, since a whole lot of batters in the game are left-handed, you might as well make your pitcher a lefty too, so you can exploit the slider on them.
** The "Max power" option is the most useful in batting, and it's only available to Macho characters. Have some of them on your team, and you'll get lots of runs. Granted, they're really slow, but you can compensate that with tons of hits to the gap or over the fence.
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[[folder:Tabletop Games]]
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