History Main / ThatOneDisadvantage

8th Jan '18 6:06:30 PM WolfsTrinity
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* In general, any RPG with time travel in it has some way of making your character conscious of any timeline changes. If this ability is optional and the game ''focuses'' on time travel, it generally turns into this trope; skip getting this ability and you'll be spending all of your time trying to get your character to figure out things ''you already know'' instead of taking advantage of whatever you get in return.



* In a time travel-themed RPG, you'd ''better'' take the advantage to be conscious of shifts in the timeline. Otherwise, your character will spend forever trying to figure out ''what you already know''!
21st Dec '17 9:00:58 AM razorrozar7
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* "Palms Like Sieves" in ''TabletopGame/HackMaster''. And Hemophilia, [[RuleOfThree again]].

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* %%* "Palms Like Sieves" in ''TabletopGame/HackMaster''. And Hemophilia, [[RuleOfThree again]].
18th Nov '17 10:53:29 AM Luigifan
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* Shieldless in ''VideoGame/FTLFasterThanLight''. Only four ships (Stealth A through C, Zoltan B) don't start with laser and beam-repelling shield systems and while they have alternatives (a cloaking system in two cases and a special single-use shield for Zoltan B) they can be rapidly picked apart by anything with a beam drone (attack drones fire constantly for low damage which shields would normally absorb, but which adds up, and beams can't be dodged). Note you can buy a shield system but you are still vulnerable initially and have to spend a lot to get what normal ships begin with.

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* Shieldless in ''VideoGame/FTLFasterThanLight''. Only four ships (Stealth A through C, Zoltan B) don't start with laser and beam-repelling shield systems systems, and while they have alternatives (a cloaking system in two cases and a special single-use shield for Zoltan B) B), they can be rapidly picked apart by anything with a beam drone (attack drones fire constantly for low damage which shields would normally absorb, but which adds up, and beams can't be dodged). Note you can buy a shield system system, but you are still vulnerable initially and have to spend a lot to get what normal ships begin with.



* ''VideoGame/{{Exile}} III'' had The Sluggishness disadvantage makes a character get fewer action points every round. It wasn't worth much in XP savings, and a game like this requires perfect rationing of action points to succeed. A character with less-than-stellar action points will easily be left behind when everyone else advances on the enemy, and also left to be ganged up on and eaten alive when everyone else is fleeing. Furthermore, the Haste spells (critical in the late game) only multiply action points; someone who can barely move before Haste can still only move a ''little'' better after it.
* One background option in ''VideoGame/{{Arcanum|Of Steamworks And Magick Obscura}}'' is "Nietzsche Poster Child", boosting EXP in exchange for increasing critical failure rate ("That which does not kill me can only make me stronger."). Given ''Arcanum'' has really annoying effects possible for critical failures (most are "deal damage to self", but also found are "receive injury that reduces stats and can only be healed by upper-end healing items" and "your weapon breaks instantly", "Armor damaged", "get stunned and most likely die because the thing you were fighting now has a few turns of uninterrupted, unmissable attacks", and multiple of the above) and EXP is given like candy already, only a pure diplomat (who doesn't really make any rolls that can critically fail, plus doesn't get the game's insane amount of combat EXP) can make any use of it, and even then, a background that boosts your persuasion stats (and the cap for them, as a stat's cap is based on its starting value) with a hit to combat stats may be better.
* ''Franchise/TheElderScrolls''

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* ''VideoGame/{{Exile}} III'' had The the Sluggishness disadvantage disadvantage, which makes a character get fewer action points every round. It wasn't worth much in XP savings, and a game like this requires perfect rationing of action points to succeed. A character with less-than-stellar action points will easily be left behind when everyone else advances on the enemy, and also left to be ganged up on and eaten alive when everyone else is fleeing. Furthermore, the Haste spells (critical in the late game) only multiply action points; someone who can barely move before Haste can still only move a ''little'' better after it.
* One background option in ''VideoGame/{{Arcanum|Of Steamworks And Magick Obscura}}'' is "Nietzsche "[[NietzscheWannabe Nietzsche Poster Child", Child]]", boosting EXP in exchange for increasing critical failure rate ("That which does not kill me can only make me stronger."). Given ''Arcanum'' has really annoying effects possible for critical failures (most are "deal damage to self", but also found are "receive injury that reduces stats and can only be healed by upper-end healing items" and "your weapon breaks instantly", "Armor damaged", "get stunned and most likely die because the thing you were fighting now has a few turns of uninterrupted, unmissable attacks", and multiple of the above) and EXP is given like candy already, only a pure diplomat (who doesn't really make any rolls that can critically fail, plus doesn't get the game's insane amount of combat EXP) can make any use of it, and even then, a background that boosts your persuasion stats (and the cap for them, as a stat's cap is based on its starting value) with a hit to combat stats may be better.
* ''Franchise/TheElderScrolls''''Franchise/TheElderScrolls'':



* ''VideoGame/HellNight'': The player character is a OneHitPointWonder, but having a partner along can give you one extra hit, though your partner then dies. If the player chooses to not recruit any of the partners available (and letting Naomi, who joins you by default in the beginning, die as soon as possible), this causes the entire game to have to be played as a No Damage Run and there is no reward for doing this, as it locks you into a Bad Ending.

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* ''VideoGame/HellNight'': The player character is a OneHitPointWonder, but having a partner along can give you one extra hit, though your partner then dies. If the player chooses to not recruit any of the partners available (and letting Naomi, who joins you by default in the beginning, die as soon as possible), this causes the entire game to have to be played as a No Damage Run NoDamageRun, and there is no reward for doing this, as [[EarnYourBadEnding it locks you into a Bad Ending.Ending]].



** Combat Paralysis - you tend to randomly "freeze" in combat. Some particularly fiendish [=GMs=] recommend having each PC start with it in realistic 'normal people' games.
** The Hemophila disadvantage makes ANY wound you suffer into either a royal pain in the ass, a life-threatening disaster, or a quick trip to the morgue.
** Woe on anyone who takes the disadvantages Cursed or Unluckiness - you're just begging the GM to be a dick towards you at the worst possible time. While the 75 free points you get for it are a massive advantage, especially for a low-level character, there's no way any GM worth the name isn't going to take a huge amount of pleasure in making you regret it. Here's the actual description for Cursed:

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** Combat Paralysis - -- you tend to [[DeerInTheHeadlights randomly "freeze" in combat. combat]]. Some [[KillerGameMaster particularly fiendish [=GMs=] [=GMs=]]] recommend having each PC start with it in realistic 'normal people' games.
** The Hemophila [[OverdrawnAtTheBloodBank Hemophila]] disadvantage makes ANY ''any'' wound you suffer into either a royal pain in the ass, a life-threatening disaster, or a quick trip to the morgue.
** Woe on anyone who takes the disadvantages Cursed or Unluckiness - -- you're just begging the GM to be a dick towards you at the worst possible time. While the 75 free points you get for it are a massive advantage, especially for a low-level character, there's no way any GM worth the name isn't going to take a huge amount of pleasure in making you regret it. Here's the actual description for Cursed:



** Unique sounds cool until you find out it means that if anything ever changes the time line significantly (and you can only take it in worlds where this is possible), you not only cease to exist, [[RetGone you cease to have ever existed, anywhere, with no chance of ever being remembered]]. You can also take it in parallel universe settings, where it's closer to MinmaxersDelight - not only do you get disadvantage points for taking it, it gives you the Zeroed advantage (i.e. your character is [[TheSpook not listed in any of the usual publicly-available records]]) for free.

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** Unique sounds cool until you find out it means that if anything ever changes the time line significantly (and you can only take it in worlds where this is possible), you not only cease to exist, [[RetGone you cease to have ever existed, anywhere, with no chance of ever being remembered]]. You can also take it in parallel universe settings, where it's closer to MinmaxersDelight - -- not only do you get disadvantage points for taking it, it gives you the Zeroed advantage (i.e. your character is [[TheSpook not listed in any of the usual publicly-available records]]) for free.



** [=L5R=] is rife with these. Momoku, which removes the ability to spend void, is not even close to worth the 10 Character Points you get. The creators have noted that disadvantages in their system are supposed to be deadly, not a minor handicap, and taking one is supposed to be handing the GM an excuse to ruin you.
* Dark Fate in the ''TabletopGame/OldWorldOfDarkness'' games. The books try to make it sound appealing by pointing out your Dark Fate means you have an effectively open hand until it hits (unless it's your Dark Fate, what can the situation ''do'' to you?), but realistically, the Storyteller will hammer you with your Dark Fate as soon as you screw up one too many of his plans.

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** [=L5R=] ''[=L5R=]'' is rife with these. Momoku, which removes the ability to spend void, is not even close to worth the 10 Character Points you get. The creators have noted that disadvantages in their system are supposed to be deadly, not a minor handicap, and taking one is supposed to be handing the GM an excuse to ruin you.
* Dark Fate in the ''TabletopGame/OldWorldOfDarkness'' games. The books try to make it sound appealing by pointing out your Dark Fate means you have [[PlotArmor an effectively open hand hand]] until it hits (unless it's your Dark Fate, what can the situation ''do'' to you?), but realistically, the Storyteller will hammer you with your Dark Fate as soon as you screw up one too many of his plans.



* Bleeder in ''[[Series/{{Firefly}} Serenity]]'' is like GURPS Hemophilia - any significant wound is death. "Things Don't Go Smooth" is another bad one (the GM can void any success he likes once or twice per game session, typically the "do or die" ones) - notable in that ''Mal'' has it. Although this shouldn't be too much of a surprise, considering it's named after one of his lines.

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* Bleeder in ''[[Series/{{Firefly}} Serenity]]'' is like GURPS Hemophilia - -- any significant wound is death. "Things Don't Go Smooth" is another bad one (the GM can void any success he likes once or twice per game session, typically the "do or die" ones) - -- notable in that ''Mal'' has it. Although this shouldn't be too much of a surprise, considering it's named after one of his lines.



* ''Magazine/{{Dragon}}'' magazine

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* ''Magazine/{{Dragon}}'' magazinemagazine:



** Another issue of Dragon includes a selection of extremely crippling commoner-oriented flaws, up to and including Corpse. Of course they weren't intended to be used, seeing as it was an AprilFoolsDay joke. Oddly enough, creative interpretation of several of these ended up being a significant boon and turned what was originally a class with no abilities and bare minimum stats into a LethalJokeCharacter.
* ''TabletopGame/DarkHeresy'' has the Nascent Psyker background package. Notable in that it is the ''only'' background package that costs 0xp (the game lacking a point-buy advantage/disadvantage system), Nascent Psyker gives your character spectacular powers (fuelled by Hell) which they can't control, and which have a definite chance of randomly [[YourHeadAsplode making you, or everyone around you explode]], or [[DemonicPossession sharing your head with a daemon]]. Oh, and you have to be under extreme stress before those powers will manifest, and if any other characters find out you have them, they are legally obliged to either kill you, or capture you and send you across the galaxy to learn how to control it over the next decade or so (both options effectively requiring you to retire the character). Even if you manage to hide it from the others (not particularly easy), or they are heretical/radical enough ''not'' to have you purged or sanctioned, it's only a matter of time before your magical mishaps kill you or worse... It is explicitly noted in the Splatbook it appears in that taking this package is effectively an open-ended death sentence.

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** Another issue of Dragon ''Dragon'' includes a selection of extremely crippling commoner-oriented flaws, up to and including Corpse. Of course course, they weren't intended to be used, seeing as it was an AprilFoolsDay joke. Oddly enough, creative interpretation of several of these ended up being a significant boon and turned what was originally a class with no abilities and bare minimum stats into a LethalJokeCharacter.
* ''TabletopGame/DarkHeresy'' has the Nascent Psyker background package. Notable in that it is the ''only'' background package that costs 0xp (the game lacking a point-buy advantage/disadvantage system), Nascent Psyker gives your character spectacular powers (fuelled by Hell) which [[PowerIncontinence they can't control, control]], and which have a definite chance of randomly [[YourHeadAsplode making you, or everyone around you explode]], or [[DemonicPossession sharing your head with a daemon]]. Oh, and you have to be under extreme stress before those powers will manifest, and if any other characters find out you have them, they are legally obliged to either kill you, or capture you and send you across the galaxy to learn how to control it over the next decade or so (both options effectively requiring you to retire the character). Even if you manage to hide it from the others (not particularly easy), or they are heretical/radical enough ''not'' to have you purged or sanctioned, it's only a matter of time before your magical mishaps kill you or worse... It is explicitly noted in the Splatbook it appears in that taking this package is effectively an open-ended death sentence.
26th Oct '17 12:03:25 PM BeerBaron
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* Having a low Endurance score in an ''[[TheElderScrolls Elder Scrolls]]'' game negatively effects your character regardless of build. More Endurance means more health, which means you'll last longer in combat. A Warrior may have heavy armor, but getting up close and personal with every enemy means you'll be taking a lot of hits. Rangers and Mages keep their distance, taking less hits overall, but are also far less protected in terms of armor. Most guides will recommend you level up your Endurance to 100 as quickly as you can in order to have the most health possible. This is especially important in ''[[VideoGame/{{TheElderScrollsIVOblivion}} Oblivion]]'', where nearly every enemy's stats (including health) scales with your own level, meaning even a lowly bandit can potentially one-shot a low-endurance character at a high enough level.
** For ''[[VideoGame/{{TheElderScrollsIIIMorrowind}} Morrowind]]'', The Lord birthsign. You get a healing spell that's outclassed by Hearth Heal, a spell you can get in character generation too by having Restoration as a Major or Minor skill. The tradeoff is doubling the fire damage you take. Other signs provide better skills and weaker penalties, making it suicidal to choose The Lord unless you're roleplaying.

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* Having ''Franchise/TheElderScrolls''
** Throughout the series (until it did away with Attributes in ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]''),
a low Endurance score in an ''[[TheElderScrolls Elder Scrolls]]'' game negatively effects attribute was absolutely killer, regardless of your character regardless of build. More A higher starting Endurance means more health, which starting Health, and a high Endurance also means you'll last longer in combat.a greater Health increase every time you level up. A Warrior may have heavy armor, but getting up close and personal with every enemy means you'll be taking a lot of hits. Rangers and Mages keep their distance, taking less hits overall, but are also far less protected in terms of armor. Most guides will recommend doing what you level up your have to (class selection, Birthsign selection, etc.) to get a high starting Endurance and then level it up to 100 as quickly as you can in order to have the most health possible. This is especially important in ''[[VideoGame/{{TheElderScrollsIVOblivion}} Oblivion]]'', where nearly every enemy's stats (including health) [[LevelScaling scales with your own level, level]], meaning even a lowly bandit can potentially one-shot a low-endurance character at a high enough level.
** For In ''[[VideoGame/{{TheElderScrollsIIIMorrowind}} Morrowind]]'', The Lord birthsign. You get "The Lord" Birthsign. It grants a healing spell that's which is outclassed by Hearth Heal, a spell you can get in character generation too for free by having Restoration as a Major or Minor skill. The tradeoff is doubling the fire damage you take. Other signs Birthsigns provide better skills and weaker penalties, making it suicidal to choose The Lord unless you're roleplaying.
6th Aug '17 9:00:41 AM thatother1dude
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* ''VideoGame/RogueLegacy'':
** Vertigo, which flips the entire screen upside-down, including interface elements and dialog boxes. Apart from being headache-inducing, vertically-mirrored text makes menu options so unintelligible the Dyslexia trait could only wish it was that bad (don't bother trying to flip your monitor). God help you if ''all three'' characters in a generation get stuck with Vertigo.
** C.I.P., which hides your health bar. In a game where keeping track of your HP is what keeps you alive, this is a very bad thing. Unless you feel like using math during gameplay to figure out how much HP you might have, you won't know how hurt you are until it's far too late.

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* ''VideoGame/RogueLegacy'':
''VideoGame/RogueLegacy'' generates three characters for each [[JustifiedExtraLives generation]] for you to choose from. Each includes traits that may dissuade you from using that particular character, and ''all three'' having one came make that generation feel like a suddenly daunting task:
** Vertigo, which Vertigo flips the entire screen upside-down, including interface elements and dialog boxes. Apart from being headache-inducing, vertically-mirrored text makes menu options so unintelligible the Dyslexia trait could only wish it was that bad (don't bother trying to flip your monitor). God help you if ''all three'' characters in a generation get stuck with Vertigo.\n
** [[FeelNoPain C.I.P., which ]] hides your health bar. In a game where keeping track of your HP is what keeps you alive, this is a very bad thing. Unless you feel like using math during gameplay to figure out how much HP you might have, you won't know how hurt you are until it's far too late.
6th Aug '17 8:50:57 AM thatother1dude
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** Combat Paralysis - you tend to randomly "freeze" in combat. Some particularly fiendish [=GMs=] recommend having each PC start with it in realistic 'normal people' games. It's nothing in comparison to the Hemophila disadvantage, which makes ANY wound you suffer into either a royal pain in the ass, a life-threatening disaster, or a quick trip to the morgue.
** Woe on anyone who takes the disadvantages Cursed or Unluckiness - you're just begging the GM to be a dick towards you at the worst possible time. Here's the actual description for Cursed:

to:

** Combat Paralysis - you tend to randomly "freeze" in combat. Some particularly fiendish [=GMs=] recommend having each PC start with it in realistic 'normal people' games. It's nothing in comparison to the games.
** The
Hemophila disadvantage, which disadvantage makes ANY wound you suffer into either a royal pain in the ass, a life-threatening disaster, or a quick trip to the morgue.
** Woe on anyone who takes the disadvantages Cursed or Unluckiness - you're just begging the GM to be a dick towards you at the worst possible time. While the 75 free points you get for it are a massive advantage, especially for a low-level character, there's no way any GM worth the name isn't going to take a huge amount of pleasure in making you regret it. Here's the actual description for Cursed:



*** While the 75 free points you get for it are a massive advantage, especially for a low-level character, there's no way any GM worth the name isn't going to take a huge amount of pleasure in making you regret it. One of the jokes in the GURPS magazine, ''Pyramid'', revolved around a disadvantage called SpontaneousHumanCombustion -- also probably a bad one to take.



** Also, maximum point value Enemies are [[RuleOfCool really fun.]]
1st May '17 10:52:54 PM GoblinCipher
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** Combat Paralysis - you tend to randomly "freeze" in combat. Some particularly fiendish [=GMs=] recmomend having each PC start with it in realistic 'normal people' games. It's nothing in comparison to the Hemophila disadvantage, which makes ANY wound you suffer into either a royal pain in the ass, a life-threatening disaster, or a quick trip to the morgue.

to:

** Combat Paralysis - you tend to randomly "freeze" in combat. Some particularly fiendish [=GMs=] recmomend recommend having each PC start with it in realistic 'normal people' games. It's nothing in comparison to the Hemophila disadvantage, which makes ANY wound you suffer into either a royal pain in the ass, a life-threatening disaster, or a quick trip to the morgue.
1st May '17 10:52:19 PM GoblinCipher
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1st May '17 10:49:48 PM GoblinCipher
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** Combat Paralysis - you tend to randomly "freeze" in combat. Some particularly fiendish [=GMs=] reccomend having each PC start with it in realistic 'normal people' games. It's nothing in comparison to the Hemophila disadvantage, which makes ANY wound you suffer into either a royal pain in the ass, a life-threatening disaster, or a quick trip to the morgue.

to:

** Combat Paralysis - you tend to randomly "freeze" in combat. Some particularly fiendish [=GMs=] reccomend recmomend having each PC start with it in realistic 'normal people' games. It's nothing in comparison to the Hemophila disadvantage, which makes ANY wound you suffer into either a royal pain in the ass, a life-threatening disaster, or a quick trip to the morgue.
30th Jan '17 9:29:51 PM Antronach
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Added DiffLines:

** For ''[[VideoGame/{{TheElderScrollsIIIMorrowind}} Morrowind]]'', The Lord birthsign. You get a healing spell that's outclassed by Hearth Heal, a spell you can get in character generation too by having Restoration as a Major or Minor skill. The tradeoff is doubling the fire damage you take. Other signs provide better skills and weaker penalties, making it suicidal to choose The Lord unless you're roleplaying.
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