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** Truant was originally an Ability only given to Slaking, later being given as a Hidden Ability for Durant. Truant causes the user to [[LazyBum slack off every other turn]], not using any moves. When one turn can make a world of difference, this is a serious dealbreaker, especially since you can effectively remove any level of threat from a Slaking by using Protect, Dig, or Fly to avoid it on its active turns. It's telling that the most viable way to use the ability is to use Durant, use Entrainment to pass it onto the opponent and switch to a Pokémon with Shadow Tag or Arena Trap to seal the victim in, protecting and boosting effortlessly to set up a potential sweep.
** Slow Start is the signature ability of [[OlympusMons Regigigas]], which causes its Attack and Speed stats to be halved for five turns after it's sent out. As Regigigas heavily relies on those two stats to accomplish what it does, this ends up making it a pathetic attacker with very little going for it. Making things worse is that if it's switched out, the turn count resets after it's sent back out, ''even if it ran its course''. This ability alone makes Regigigas commonly considered one of, if not, ''the'' worst legendary in the series (competition only being present in base Calyrex).

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** *** Truant was originally an Ability only given to Slaking, later being given as a Hidden Ability for Durant. Truant causes the user to [[LazyBum slack off every other turn]], not using any moves. When one turn can make a world of difference, this is a serious dealbreaker, especially since you can effectively remove any level of threat from a Slaking by using Protect, Dig, or Fly to avoid it on its active turns. It's telling that the most viable way to use the ability is to use Durant, use Entrainment to pass it onto the opponent and switch to a Pokémon with Shadow Tag or Arena Trap to seal the victim in, protecting and boosting effortlessly to set up a potential sweep.
** *** Slow Start is the signature ability of [[OlympusMons Regigigas]], which causes its Attack and Speed stats to be halved for five turns after it's sent out. As Regigigas heavily relies on those two stats to accomplish what it does, this ends up making it a pathetic attacker with very little going for it. Making things worse is that if it's switched out, the turn count resets after it's sent back out, ''even if it ran its course''. This ability alone makes Regigigas commonly considered one of, if not, ''the'' worst legendary in the series (competition only being present in base Calyrex).
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it's still Regigigas's signature ability, Sw Sh are gen 8, and the page image shouldn't be referenced because it might change.


** Slow Start was the signature ability of [[OlympusMons Regigigas]] (pictured above) prior to [[VideoGame/PokemonSwordAndShield Generation 9]], which causes its Attack and Speed stats to be halved for five turns after it's sent out. As Regigigas heavily relies on those two stats to accomplish what it does, this ends up making it a pathetic attacker with very little going for it. Making things worse is that if it's switched out, the turn count resets after it's sent back out, ''even if it ran its course''. This ability alone makes Regigigas commonly considered one of, if not, ''the'' worst legendary in the series (competition only being present in base Calyrex).

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** Slow Start was is the signature ability of [[OlympusMons Regigigas]] (pictured above) prior to [[VideoGame/PokemonSwordAndShield Generation 9]], Regigigas]], which causes its Attack and Speed stats to be halved for five turns after it's sent out. As Regigigas heavily relies on those two stats to accomplish what it does, this ends up making it a pathetic attacker with very little going for it. Making things worse is that if it's switched out, the turn count resets after it's sent back out, ''even if it ran its course''. This ability alone makes Regigigas commonly considered one of, if not, ''the'' worst legendary in the series (competition only being present in base Calyrex).
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** Slow Start was the signature ability of [[OlympusMons Regigigas]] (pictured above) prior to ''[[VideoGame/PokemonSwordAndShield Generation 9]], which causes its Attack and Speed stats to be halved for five turns after it's sent out. As Regigigas heavily relies on those two stats to accomplish what it does, this ends up making it a pathetic attacker with very little going for it. Making things worse is that if it's switched out, the turn count resets after it's sent back out, ''even if it ran its course''. This ability alone makes Regigigas commonly considered one of, if not, ''the'' worst legendary in the series (competition only being present in base Calyrex).

to:

** Slow Start was the signature ability of [[OlympusMons Regigigas]] (pictured above) prior to ''[[VideoGame/PokemonSwordAndShield [[VideoGame/PokemonSwordAndShield Generation 9]], which causes its Attack and Speed stats to be halved for five turns after it's sent out. As Regigigas heavily relies on those two stats to accomplish what it does, this ends up making it a pathetic attacker with very little going for it. Making things worse is that if it's switched out, the turn count resets after it's sent back out, ''even if it ran its course''. This ability alone makes Regigigas commonly considered one of, if not, ''the'' worst legendary in the series (competition only being present in base Calyrex).
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** Slow Start is the signature ability of [[OlympusMons Regigigas]] (pictured above), which causes its Attack and Speed stats to be halved for five turns after it's sent out. As Regigigas heavily relies on those two stats to accomplish what it does, this ends up making it a pathetic attacker with very little going for it. Making things worse is that if it's switched out, the turn count resets after it's sent back out, ''even if it ran its course''. This ability alone makes Regigigas commonly considered one of, if not, ''the'' worst legendary in the series (competition only being present in base Calyrex).

to:

** Slow Start is was the signature ability of [[OlympusMons Regigigas]] (pictured above), above) prior to ''[[VideoGame/PokemonSwordAndShield Generation 9]], which causes its Attack and Speed stats to be halved for five turns after it's sent out. As Regigigas heavily relies on those two stats to accomplish what it does, this ends up making it a pathetic attacker with very little going for it. Making things worse is that if it's switched out, the turn count resets after it's sent back out, ''even if it ran its course''. This ability alone makes Regigigas commonly considered one of, if not, ''the'' worst legendary in the series (competition only being present in base Calyrex).
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** At the highest level of Terminally Ill, your character will suddenly drop dead after a month or so. This potentially flips over into MinmaxersDelight if you don't expect the campaign to last that long, but that's quite a real gamble if don't know how long it will go at character creation, and the book specifies "If the GM is running a one-shot adventure or short campaign, he should disallow this disadvantage as meaningless".

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** At the highest level of Terminally Ill, your character will suddenly drop dead after a month or so. This potentially flips over into MinmaxersDelight if you don't expect the campaign to last that long, but that's quite a real gamble if don't know how long it will go at character creation, and you can forget about using for one-shots as the book specifies "If the GM is running a one-shot adventure or short campaign, he should disallow this disadvantage as meaningless".meaningless". Finding a permanent solution during the campaign means you have to buy off the disadvantage, or get new disadvantages instead.
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** At the highest level of Terminally Ill, your character will suddenly drop dead after a year or so. This potentially flips over into MinmaxersDelight if you don't expect the campaign to last that long, but that's quite a real gamble if don't know how long it will go at character creation.

to:

** At the highest level of Terminally Ill, your character will suddenly drop dead after a year month or so. This potentially flips over into MinmaxersDelight if you don't expect the campaign to last that long, but that's quite a real gamble if don't know how long it will go at character creation.creation, and the book specifies "If the GM is running a one-shot adventure or short campaign, he should disallow this disadvantage as meaningless".
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...wait, it drains away your health when equipped and drains it faster with every attack? And your health cap is low to begin with?

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...wait, it drains away your health until death when equipped and equipped? And it drains it faster with every attack? And your health cap is low to begin with?
with?



Yep, that's [[TitleDrop That One Disadvantage]]. The one disadvantage that no smart {{minmax|ing}}er would ever take because it will most likely cripple your armor or weapon line-up, severely disrupt your plans, among other things. Accepting to be cursed with said disadvantage will most likely, and practically, ensure a quick death.

Note that the disadvantage itself might not just be in a weapon — {{mon}}s can also qualify for this if, say, their stats are let down by a horrible trait to the point it would cripple your line-up.

For a weapon to have That One Disadvantage, it should be presented as a disadvantage from the beginning. It should not just be a less smart option, it should clearly be labeled as an intentional handicap. You should get something in return for it. It has to be voluntarily chosen. And it has to be a completely disastrous option that is just plain not worth it. The only reason any remotely intelligent player would take it is as a SelfImposedChallenge, and even then it's borderline masochistic.

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Yep, that's [[TitleDrop That One Disadvantage]]. The one disadvantage that no No smart {{minmax|ing}}er would will ever take the risk of using this weapon, because it will most likely cripple your armor or weapon their line-up, severely disrupt your their plans, among other horrible things. Accepting to be cursed with said disadvantage will most likely, and practically, ensure a quick death.

Note that the disadvantage itself might not just be in a weapon — characters and {{mon}}s can also qualify for this if, say, their stats are let down by a horrible trait to the point it would cripple your line-up.

you're at a severe risk of losing from the moment you set foot on the playing field.

For a weapon something to have That One Disadvantage, it should be presented as a disadvantage from the beginning. It should not just be a less smart option, it should clearly be labeled as an intentional handicap. You should get something in return for it. It has to be voluntarily chosen. And it has to be a completely disastrous option that is just plain not worth it. The only reason any remotely intelligent player would take it is as a SelfImposedChallenge, and even then it's borderline masochistic.

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I thought the main page looked a little too abridged, so I enriched the trope's description and gave it a pic (remove if necessary, though).


The disadvantage that no smart {{minmax|ing}}er would ever take because it practically ensures a quick death or severe disruption of your plans.

Clear requirement: it should be presented as a disadvantage from the beginning. It should not just be a less smart option, it should clearly be labeled as an intentional handicap. You should get something in return for it. It has to be voluntarily chosen. And it has to be a completely disastrous option that is just plain not worth it. The only reason any remotely intelligent player would take it is as a SelfImposedChallenge, and even then it's borderline masochistic.

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[[quoteright:300:[[Franchise/{{Pokemon}} https://static.tvtropes.org/pmwiki/pub/images/regigigas_slow_start.png]]]]
[[caption-width-right:300:Slow Start: For five turns, the Pokémon's Attack and Speed stats are halved.]]
So you finally found yourself that weapon that has been hyped up for being [[InfinityPlusOneSword the weapon to end them all]] (or if not, [[InfinityMinusOneSword close enough to it]]). Excellent damage, great range, attack speed on par with the best, maybe it even has its own signature move! That's right — nothing wrong with it! Until...

...wait, it drains away your health when equipped and drains it faster with every attack? And your health cap is low to begin with?

'''No, thanks.'''

Yep, that's [[TitleDrop That One Disadvantage]].
The one disadvantage that no smart {{minmax|ing}}er would ever take because it practically ensures will most likely cripple your armor or weapon line-up, severely disrupt your plans, among other things. Accepting to be cursed with said disadvantage will most likely, and practically, ensure a quick death or severe disruption of death.

Note that the disadvantage itself might not just be in a weapon — {{mon}}s can also qualify for this if, say, their stats are let down by a horrible trait to the point it would cripple
your plans.

Clear requirement:
line-up.

For a weapon to have That One Disadvantage,
it should be presented as a disadvantage from the beginning. It should not just be a less smart option, it should clearly be labeled as an intentional handicap. You should get something in return for it. It has to be voluntarily chosen. And it has to be a completely disastrous option that is just plain not worth it. The only reason any remotely intelligent player would take it is as a SelfImposedChallenge, and even then it's borderline masochistic.



** Generation 3 also introduced abilities, giving each Pokémon species up to two (Three, starting generation 5) abilities to choose from. Most abilities are helpful to varying degrees, but others are detrimental and can utterly neuter an otherwise viable Pokémon.
** Slow Start is the signature ability of [[OlympusMons Regigigas]], which causes its Attack and Speed stats to be halved for five turns after it's sent out. As Regigigas heavily relies on those two stats to accomplish what it does, this ends up making it a pathetic attacker with very little going for it. Making things worse is that if it's switched out, the turn count resets after it's sent back out, ''even if it ran its course.'' This ability alone makes Regigigas commonly considered one of, if not, ''the'' worst legendary in the series (Competition only being present in base Calyrex and Phione).
** Truant is even worse. Originally being the only ability given to Slaking, later being given as a hidden ability for Durant, Truant causes the user to [[LazyBum slack off every other turn]], not using any moves. When one turn can make a world of difference, this is a serious dealbreaker, especially since you can effectively remove any level of threat from a Slaking by using Protect, Dig, or Fly to avoid it on its active turns. Unlike Slow Start, Truant never wears off. It's telling that the most viable way to use the ability is to use Entrainment to pass it onto the opponent and switch to a Pokémon with Shadow Tag or Arena Trap to seal the victim in, protecting and boosting effortlessly to set up a potential sweep.

to:

** Generation 3 also introduced abilities, Abilities, giving each Pokémon species up to two (Three, starting generation 5) abilities to choose from. Most abilities are helpful to varying degrees, but others are detrimental and can utterly neuter an otherwise viable Pokémon.
** Slow Start is the signature ability of [[OlympusMons Regigigas]], which causes its Attack and Speed stats to be halved for five turns after it's sent out. As Regigigas heavily relies on those two stats to accomplish what it does, this ends up making it a pathetic attacker with very little going for it. Making things worse is that if it's switched out, the turn count resets after it's sent back out, ''even if it ran its course.'' This ability alone makes Regigigas commonly considered one of, if not, ''the'' worst legendary in the series (Competition only being present in base Calyrex and Phione).
** Truant is even worse. Originally being the was originally an Ability only ability given to Slaking, later being given as a hidden ability Hidden Ability for Durant, Durant. Truant causes the user to [[LazyBum slack off every other turn]], not using any moves. When one turn can make a world of difference, this is a serious dealbreaker, especially since you can effectively remove any level of threat from a Slaking by using Protect, Dig, or Fly to avoid it on its active turns. Unlike Slow Start, Truant never wears off. It's telling that the most viable way to use the ability is to use Durant, use Entrainment to pass it onto the opponent and switch to a Pokémon with Shadow Tag or Arena Trap to seal the victim in, protecting and boosting effortlessly to set up a potential sweep.sweep.
** Slow Start is the signature ability of [[OlympusMons Regigigas]] (pictured above), which causes its Attack and Speed stats to be halved for five turns after it's sent out. As Regigigas heavily relies on those two stats to accomplish what it does, this ends up making it a pathetic attacker with very little going for it. Making things worse is that if it's switched out, the turn count resets after it's sent back out, ''even if it ran its course''. This ability alone makes Regigigas commonly considered one of, if not, ''the'' worst legendary in the series (competition only being present in base Calyrex).
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Up To Eleven is a defunct trope


---> ''Like Unluckiness, [[UpToEleven but worse]]. Whenever anything goes wrong for your party, it happens to you, first and worst. If something goes right, it misses you. And any time the [=GM=] feels like hosing you, he can, and you have no gripe coming, because you are cursed.''

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---> ''Like Unluckiness, [[UpToEleven but worse]].worse. Whenever anything goes wrong for your party, it happens to you, first and worst. If something goes right, it misses you. And any time the [=GM=] feels like hosing you, he can, and you have no gripe coming, because you are cursed.''
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** Kite Shield makes all of the otherwise-squishy Knights get a SingleUseShield that absorbs all damage on their first hit, meaning that you will have to take at least 2 turns to kill one. By then, they can easily corner you. And if it's paired up with Bodyguard, which prevents the White King from dying as long as a Knight lives...
** Castle gives the White King the ability to [[TakingTheBullet swap place with a rook upon getting shot]], which can in many cases instantly checkmate you and end your run.

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** Kite Shield makes all of the [[FragileSpeedster otherwise-squishy but fast-moving]] Knights get a SingleUseShield that absorbs all damage on their first hit, meaning that you will have to take at least 2 turns to kill one. By then, they can easily corner you. And if it's paired up with Bodyguard, which prevents the White King from dying as long as a Knight lives...
** Castle gives the White King the ability to [[SwapTeleportation swap place with a rook]] upon getting shot, even from stray bullets, and [[TakingTheBullet swap place with a rook upon getting shot]], which can the Rook takes the damage instead]]. If you're in many cases a direct orthogonal line from the King when this happens and the damage isn't enough to kill the Rook (which have a beefy 5 health before modifiers), the Rook will instantly checkmate you and end your run.run unless you have [[OneUp Black Mist]] to save you.
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** Iron Maiden makes the [[DemonicSpiders already-dangerous]] Queens get their movement turn much slower but also makes them ''[[InvincibleMinorMinion completely invulnerable]]'' foes that can still soak up shots meant for other targets. This also makes it permanently impossible to get the very useful Queen Souls obtained from killing Queens, which allow the Black King to move like one upon spending them.

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** Iron Maiden makes the [[DemonicSpiders already-dangerous]] Queens get their movement turn much slower but also makes them ''[[InvincibleMinorMinion completely invulnerable]]'' foes that can still soak up shots meant for other targets. Any additional Queens spawned from Pawn promotion, the King's Mistress card, or the Genderqueer card will also benefit from this invincibility. This also makes it permanently impossible to get the very useful Queen Souls obtained from killing Queens, which allow the Black King to move like one upon spending them.
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None


** Iron Maiden makes the [[DemonicSpiders already-dangerous]] Queens get their turn much slower but also makes them ''[[InvincibleMinorMinion completely invulnerable]]'' foes that can still soak up shots meant for other targets. This also makes it permanently impossible to get the very useful Queen Souls (obtained from killing Queens) from thereon.

to:

** Iron Maiden makes the [[DemonicSpiders already-dangerous]] Queens get their movement turn much slower but also makes them ''[[InvincibleMinorMinion completely invulnerable]]'' foes that can still soak up shots meant for other targets. This also makes it permanently impossible to get the very useful Queen Souls (obtained obtained from killing Queens) from thereon.Queens, which allow the Black King to move like one upon spending them.
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* ''VideoGame/ShotgunKingTheFinalCheckmate'' has a Card system where the player selects one of two card sets at the end of a cleared floor, each containing a card that will benefit the [[VillainProtagonist Black King]] and a card that benefits [[HeroAntagonist White's forces]]. Some of the White Cards can be very detrimental to the point where it's not worth taking that set, even if the Black Card is highly beneficial:

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* ''VideoGame/ShotgunKingTheFinalCheckmate'' has a Card system where the player selects one of two card sets at the end of a cleared floor, each set containing a random card that will benefit the [[VillainProtagonist Black King]] and a random card that benefits [[HeroAntagonist White's forces]]. Some of the White Cards can be very detrimental or even game-ending to the point where it's not worth taking that set, even if the Black Card paired with it is highly beneficial:
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** Castle gives the White King the ability to [{TakingTheBullet swap place with a rook upon getting shot]], which can in many cases instantly checkmate you and end your run.

to:

** Castle gives the White King the ability to [{TakingTheBullet [[TakingTheBullet swap place with a rook upon getting shot]], which can in many cases instantly checkmate you and end your run.
Is there an issue? Send a MessageReason:
None

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* ''VideoGame/ShotgunKingTheFinalCheckmate'' has a Card system where the player selects one of two card sets at the end of a cleared floor, each containing a card that will benefit the [[VillainProtagonist Black King]] and a card that benefits [[HeroAntagonist White's forces]]. Some of the White Cards can be very detrimental to the point where it's not worth taking that set, even if the Black Card is highly beneficial:
** Iron Maiden makes the [[DemonicSpiders already-dangerous]] Queens get their turn much slower but also makes them ''[[InvincibleMinorMinion completely invulnerable]]'' foes that can still soak up shots meant for other targets. This also makes it permanently impossible to get the very useful Queen Souls (obtained from killing Queens) from thereon.
** Kite Shield makes all of the otherwise-squishy Knights get a SingleUseShield that absorbs all damage on their first hit, meaning that you will have to take at least 2 turns to kill one. By then, they can easily corner you. And if it's paired up with Bodyguard, which prevents the White King from dying as long as a Knight lives...
** Castle gives the White King the ability to [{TakingTheBullet swap place with a rook upon getting shot]], which can in many cases instantly checkmate you and end your run.
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None

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** The [[VideoGame/RogueLegacy2 sequel]] introduces even more traits that are way more trouble than they're worth, even for the gold bonuses you get for using those classes:
*** Algesia completely removes your character's MercyInvincibility after getting hit. One stray hit from any source, and you'll likely end up ping-ponging and taking major damage, especially against bosses, who often have such large attacks that you won't be able to perform an immediate aerial recovery.
*** Osteogenesis Imperfecta causes your character to [[OneHitPointWonder die in a single hit, from any damage source.]] To make up for it, this trait has the highest gold bonus out of any negative trait, and some relics such as the Lotus Stem can be a big boon for heirs with this trait, but surviving without taking damage from ''anything'' in this game is extremely difficult. You're often better off picking a less-risky trait and gaining more gold from surviving longer.
*** Perfectionist makes your attacks deal no damage if they aren't skill crits. For some classes, such as the Barbarian[[note]]whose grounded attacks ''always'' skill crit, since they're slower, and their aerial attacks crit while dashing[[/note]], this is moot, but for others with more complex skill crit conditions, notably the Bard[[note]]they can only get skill crits after their note projectiles turn gold, which takes three seconds after shooting them out[[/note]], the game gets much, ''much'' harder.
*** Vegan makes [[PoisonMushroom all health consumables deal damage to you]] instead of heal you. Unless you're playing as a Chef[[note]]whose class talent, Stew, lets them heal on demand, and can be replenished by collecting mana flasks in lieu of meat and pizza consumables[[/note]], have the Vampirism trait or have runes activated that heal you by damaging or killing enemies, this means Black Root Tree Rooms are now your only source of healing, and taking Blessings of Life[[note]]an item that causes you to take immediate damage, but increases your max HP[[/note]] from these rooms becomes much riskier.
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* ''VideoGame/FinalFantasyXII'' has two accessories, the Goddess' Magicite and the Dawn Shard, which give large amounts of Magick Resist to whoever equips them, but also lock their MP at 0 and prevent them from using [[LimitBreak Quickenings]] or SummonMagic. In a game where magic is very strong and everyone has access to it in some form, regardless of what version you're playing, this is too big a price to pay. (And even physical builds won't appreciate the loss of Quickenings) [[spoiler: You lose both for plot reasons eventually, anyway.]] There's a ''slightly'' less bad version called Manufacted Nethicite, which only bestows permeant [[StatusEffects Silence]] in exchange for resistance to all elements, which can be situationally useful but still not something you want to use often.

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* ''VideoGame/FinalFantasyXII'' has two accessories, the Goddess' Magicite and the Dawn Shard, which give large amounts of Magick Resist to whoever equips them, but also lock their MP at 0 and prevent them from using [[LimitBreak Quickenings]] or SummonMagic. In a game where magic is very strong and everyone has access to it in some form, regardless of what version you're playing, this is too big a price to pay. (And even physical builds won't appreciate the loss of Quickenings) [[spoiler: You lose both for plot reasons eventually, anyway.]] There's a ''slightly'' less bad version called Manufacted Nethicite, which only bestows permeant [[StatusEffects Silence]] in exchange for resistance to all elements, which can be situationally useful but still not something you want to use often. They only become somewhat helpful if being on the UpdatedRerelease version (''The Zodiac Age'') due to the class system meaning some characters can't use any magical abilities without outside factors, but you're better off not relying on them still.
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None


** At the highest level of Terminally Ill, your character will suddenly drop dead after a year or so. This potentially flips over into MinMaxersDelight if you don't expect the campaign to last that long, but that's quite a real gamble if don't know how long it will go at character creation.

to:

** At the highest level of Terminally Ill, your character will suddenly drop dead after a year or so. This potentially flips over into MinMaxersDelight MinmaxersDelight if you don't expect the campaign to last that long, but that's quite a real gamble if don't know how long it will go at character creation.

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* ''Franchise/{{Pokemon}}'' introduced Natures starting in [[VideoGame/PokemonRubyAndSapphire Generation 3]], which increase one stat by 10% and lower another by 10%. While most combinations are useful to at least a few 'Mons, Lax (+Defense, -Special Defense) and Gentle (+Special Defense, -Defense) never see use in any serious setting, as even the most polarized wall, such as Chansey (with a whopping 250 base HP and 105 Special Defense, but a pathetic ''5'' base Defense), will suffer a significant drop in survivability if it [[DumpStat dumps]] its weaker defense stat, and between both attacking stats and speed, StoneWall Pokémon have plenty of other choices for a DumpStat.

to:

* ''Franchise/{{Pokemon}}'' ''Franchise/{{Pokemon}}'':
**The series
introduced Natures starting in [[VideoGame/PokemonRubyAndSapphire Generation 3]], which increase one stat by 10% and lower another by 10%. While most combinations are useful to at least a few 'Mons, Lax (+Defense, -Special Defense) and Gentle (+Special Defense, -Defense) never see use in any serious setting, as even the most polarized wall, such as Chansey (with a whopping 250 base HP and 105 Special Defense, but a pathetic ''5'' base Defense), will suffer a significant drop in survivability if it [[DumpStat dumps]] its weaker defense stat, and between both attacking stats and speed, StoneWall Pokémon have plenty of other choices for a DumpStat.
**Generation 3 also introduced abilities, giving each Pokémon species up to two (Three, starting generation 5) abilities to choose from. Most abilities are helpful to varying degrees, but others are detrimental and can utterly neuter an otherwise viable Pokémon.
**Slow Start is the signature ability of [[OlympusMons Regigigas]], which causes its Attack and Speed stats to be halved for five turns after it's sent out. As Regigigas heavily relies on those two stats to accomplish what it does, this ends up making it a pathetic attacker with very little going for it. Making things worse is that if it's switched out, the turn count resets after it's sent back out, ''even if it ran its course.'' This ability alone makes Regigigas commonly considered one of, if not, ''the'' worst legendary in the series (Competition only being present in base Calyrex and Phione).
**Truant is even worse. Originally being the only ability given to Slaking, later being given as a hidden ability for Durant, Truant causes the user to [[LazyBum slack off every other turn]], not using any moves. When one turn can make a world of difference, this is a serious dealbreaker, especially since you can effectively remove any level of threat from a Slaking by using Protect, Dig, or Fly to avoid it on its active turns. Unlike Slow Start, Truant never wears off. It's telling that the most viable way to use the ability is to use Entrainment to pass it onto the opponent and switch to a Pokémon with Shadow Tag or Arena Trap to seal the victim in, protecting and boosting effortlessly to set up a potential sweep.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/FinalFantasyXII'' has two accessories, the Goddess' Magicite and the Dawn Shard, which give large amounts of Magick Resist to whoever equips them, but also lock their MP at 0 and prevent them from using [[LimitBreak Quickenings]] or SummonMagic. In a game where magic is very strong and everyone has access to it in some form, regardless of what version you're playing, this is too big a price to pay. (And even physical builds won't appreciate the loss of Quickenings) [[spoiler: You lose both for plot reasons eventually, anyway.]] There's a ''slightly'' less bad version called Manufacted Nethicite, which only bestows permeant [[StandardStatusEffects Silence]] in exchange for resistance to all elements, which can be situationally useful but still not something you want to use often.

to:

* ''VideoGame/FinalFantasyXII'' has two accessories, the Goddess' Magicite and the Dawn Shard, which give large amounts of Magick Resist to whoever equips them, but also lock their MP at 0 and prevent them from using [[LimitBreak Quickenings]] or SummonMagic. In a game where magic is very strong and everyone has access to it in some form, regardless of what version you're playing, this is too big a price to pay. (And even physical builds won't appreciate the loss of Quickenings) [[spoiler: You lose both for plot reasons eventually, anyway.]] There's a ''slightly'' less bad version called Manufacted Nethicite, which only bestows permeant [[StandardStatusEffects [[StatusEffects Silence]] in exchange for resistance to all elements, which can be situationally useful but still not something you want to use often.
Is there an issue? Send a MessageReason:
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* ''Franchise/{{Pokemon}}'' introduced Natures starting in [[VideoGame/PokemonRubyAndSapphire Generation 3]], which increase one stat by 10% and lower another by 10%. While most combinations are useful to at least a few 'Mons, Lax (+Defense, -Special Defense) and Gentle (+Special Defense, -Defense) never see use in any serious setting, as even the most polarized wall, such as Chansey (with a whopping 250 base HP and 105 Special Defense, but a pathetic ''5'' base Defense), will suffer a significant drop in survivability if it [[DumpStat dumps]] its weaker defense stat, and between both attacking stats and speed, StoneWall Pokémon have plenty of other choices for a DumpStat.
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* ''VideoGame/FinalFantasyXII'' has two accessories, the Goddess' Magicite and the Dawn Shard, which give large amounts of Magick Resist to whoever equips them, but also lock their MP at 0 and prevent them from using [[LimitBreak Quickenings]] or SummonMagic. In a game where magic is very strong and everyone has access to it in some form, regardless of what version you're playing, this is too big a price to pay. (And even physical builds won't appreciate the loss of Quickenings) [[spoiler: You lose both for plot reasons eventually, anyway.]] There's a ''slightly'' less bad version called Manufacted Nethicite, which only bestows permeant [[StandardStatusEffects Silence]] in exchange for resistance to all elements, which can be situationally useful but still not something you want to use often.

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** 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:
---> ''Like Unluckiness, but worse. Whenever anything goes wrong for your party, it happens to you, first and worst. If something goes right, it misses you. And any time the [=GM=] feels like hosing you, he can, and you have no gripe coming, because you are cursed.''

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** Woe on anyone who takes the disadvantages Cursed [[BornUnlucky Unluckiness]] or Unluckiness [[CosmicPlaything Cursed]] -- 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:
---> ''Like Unluckiness, [[UpToEleven but worse.worse]]. Whenever anything goes wrong for your party, it happens to you, first and worst. If something goes right, it misses you. And any time the [=GM=] feels like hosing you, he can, and you have no gripe coming, because you are cursed.''



** There is actually an ''Easy to Kill'' disadvantage. While it can be offset with plenty of Hp, DR, etc., it's rarely taken because it's only worth -2 points per level.

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** There is actually an ''Easy to Kill'' disadvantage. While it can be offset with plenty of Hp, DR, HitPoints, Damage Resistance, etc., it's rarely taken because [[SubvertedTrope it's only worth -2 points per level.level]].


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*** Cannot Learn runs in a similar vein. Players with it cannot spend points to boost Dexterity, Intelligence, any skills, or acquire [[DumbMuscle (most)]] new advantages. Now how to improve your character...
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* Similar to the ''GURPS'' "Terminally Ill" disadvantage, the Juicer in ''TabletopGame/{{Rifts}}'' only has a maximum of five years to live once the game starts. While many consider this a toothless flaw, all it takes is the GM declaring that a year has passed for your character's life to be down to a single dice roll. The only way to survive is to ''stop'' being a Juicer - which comes with a massive pile of drawbacks and is more and more likely to kill you outright the longer you wait before you pull the plug.


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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.
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* ''VideoGame/SurvivingMars'' has colonists with the "idiot" trait, who have a 10% chance of causing a building malfunction every time they go to work. Malfunctioning buildings must be repaired -- which costs precious resources -- before they can be restarted. The default setting is to automatically reject applicants with the "idiot" trait, but the filter can can be deactivated if you want to make life harder for yourself.
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** The same is true in 3 and New Vegas but for different reasons. Intelligence determines a characters Repair, Science, and how many skill points they get per level (+1 per point in 3, +0.5 per point in New Vegas). Having to spend more caps/equipment on repairs sucks but is manageable, but being locked out of side rooms full of treasure AND being worse at just about everything is something you'll be feeling throughout the playthrough.
** The trait "Skilled" is also widely considered a bad choice for the first two Fallout games. It gives you extra skill points each time you level up, but the tradeoff is that you get less Perks, which are generally far more useful than skill points.

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** The same is true in 3 ''[[VideoGame/Fallout3 3]]'' and ''[[VideoGame/FalloutNewVegas New Vegas Vegas]]'' but for different reasons. Intelligence determines a characters character's Repair, Science, and how many skill points they get per level (+1 per point in 3, ''3'', +0.5 per point in New Vegas).''New Vegas''). Having to spend more caps/equipment on repairs sucks but is manageable, but being locked out of side rooms full of treasure AND being worse at just about everything is something you'll be feeling throughout the playthrough.
** The trait "Skilled" is also widely considered a bad choice for the first two Fallout ''Fallout'' games. It gives you extra skill points each time you level up, but the tradeoff is that you get less fewer Perks, which are generally far more useful than skill points.
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* ''VideoGame/WorldOfHorror'':
** Picking the Medical History backstory is essentially asking for [[NintendoHard ending your run quickly]]. The injuries sustained in combat will rack up quickly, even if you run from combat (due to forced combat in at least one mystery you'll get) and chew through your funds when you try to treat them. To make matters worse, you ''will'' need to do this if you want any other backstories, as it's the first one unlocked and is required for obtaining other ones.
** The Ill-Fated background is arguably even ''[[HarderThanHard worse]]''. It causes you to automatically fail all event skill checks, meaning you're likely to lose Stamina or Reason almost ''every'' time you have to investigate somewhere. It also unlocks Card Pack C, so you'd be forgoing plenty of content if you don't complete a run with it. Its only saving grace is that Miku can get a perk that gives her +1 Reason after failing a skill check, making it only slightly worse than Medical History for her and her alone.
** From the randomly-chosen influences of the Old Gods hoisted upon you after finishing a mystery, getting Contaminated Water or Fetid Fumes are perhaps the worst - the former denies you the free healing of using the bath in your house while the latter makes your Rest action less effective. This means you'll either spend more time Resting and racking up Doom or spending Funds on healing items. Getting both at the same time is bound to give you problems unless you are close to finishing the run.
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** "Body Purist" slowly becomes this as the game advances. At the very beginning, where advanced prosthetics even better than regular limbs aren't a thing, it's little problem. But later on, after all the limb-removing battles, the fact it's ''especially'' expensive to regrow natural limbs will mean these colonists will either stay crippled, or be permanently unhappy. And worse, they actively hate people with artificial limbs, meaning a body purist in an advanced colony will slowly hate everyone and possibly start fights with people who have bionic limbs that can break him in half.
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** The trait "Skilled" is also widely considered a bad choice for the first two Fallout games. It gives you extra skill points each time you level up, but the tradeoff is that you get less Perks, which are generally far more useful than skill points.

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