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** Pyromaniac is considered the ''worst'' negative trait a pawn can have, to the point where players try to kill Pyromaniac pawns off or put them into cryptosleep pods just so they don't have to deal with them. A Pyromaniac pawn can't fight fires and can randomly have a mental break where they go around setting fires. At best, this can be annoying, as they set some small fires and force your other pawns to clean up their mess. At worst, they might set a fire that spreads to something you really don't want burning-- like your wooden base or chemfuel stockpiles.

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** Pyromaniac is considered the ''worst'' negative trait a pawn can have, to the point where players try to kill Pyromaniac pawns off or put them into cryptosleep cryosleep pods just so they don't have to deal with them. A Pyromaniac pawn can't fight fires and can randomly have a mental break where they go around setting fires. At best, this can be annoying, as they set some small fires and force your other pawns to clean up their mess. At worst, they might set a fire that spreads to something you really don't want burning-- like your wooden base or chemfuel stockpiles.
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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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* ''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 permanent [[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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Opposite of MinmaxersDelight.

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When this is PlayedForLaughs, see JokeItem or JokeCharacter. Opposite of MinmaxersDelight.
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** Analysis Paralysis makes you skip turns at the start of a level until 6 turns are up or until you're put into check, whichever comes first. Aside from allowing White's pieces to move a fair bit into an advantageous position, it also adds turns to various reinforcement cards. Even worse, the number of turns you can't move stacks with more of this card, giving White's pieces up to 12 free turns if you have two.

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** Illiterate. For 8 points, you're locked out of gaining recipes, XP boosts from books, or mood bonuses. Books make survival easier: without them, managing your moods and gaining skills is much harder than normal. You also lose out on several recipes-- including the ability to use generators from the rare generator manual book.



** Deaf gives 12 points-- the largest amount of points for a negative trait-- in exchange for shrinking your perception radius and removing all sound. This means that unless you have great spatial awareness or pay very close attention, it becomes trivial for a zombie to sneak up on you for a game-ending bite. Worse yet, you can't hear if you've tripped an alarm, so each building you enter could become a death trap and you wouldn't know it until the dead have flooded in. If you are actually deaf, though, it's [[MinmaxersDelight a whopping free 12 points]].

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** Illiterate is one of the two SelfImposedChallenge traits in ''Zomboid''. For 8 points, you lose the ability to gain recipes, XP boosts, or mood bonuses from books. Without books, managing your moods and leveling your skills is much harder than normal. You also lose out on several recipes-- including the ability to use generators from the rare generator manual book.
** Deaf gives 12 points-- the largest amount of points for a negative trait-- in exchange for shrinking your perception radius and removing all sound. This means that unless you have great spatial awareness or pay very close attention, it becomes trivial for a zombie to sneak up on you for a game-ending bite. Worse yet, you can't won't be able to hear if you've tripped an alarm, alarms, so each every time you break into a building you enter could become a death trap be drawing every zombie in earshot to your location and you wouldn't know it until the dead have they've flooded in.in. It's clearly designed to be taken as a SelfImposedChallenge, only taken if you're super-masochistic or know the game like the back of your hand. If you are actually deaf, though, it's [[MinmaxersDelight a whopping free 12 points]].
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* ''VideoGame/ProjectZomboid'':
** Sunday Driver. For 1 point, vehicles you drive have a 40% slower acceleration rate and a max speed of 30 km/h, which seems inconspicuous. In play, however, this massively decreases the usefulness of cars, which are great for escaping hordes, exploring, and moving goods from place to place. With Sunday Driver, not only is it harder to harder to drive away from a horde, but your fuel consumption is doubled and off-roading can end up going badly if you hit a zombie, as it slows you down significantly. It also makes towing almost impossible, as the weight of the towed vehicle slows yours to a crawl.
** All Thumbs. For 2 points, it ''quadruples'' the time it takes for you to move items to and from your inventory. It makes looting and stockpiling tedious, and can end up costing you dearly if you ever find yourself ambushed without a weapon on hand.
** Restless Sleeper lowers the amount of hours you sleep... while also decreasing the amount of tiredness sleeping removes. This means you tire out quicker each day, decreasing the amount of time you can spend looting, crafting, reading, or building. Becoming tired also shrinks your field of vision and weakens you, making it easier for zombies to sneak up.
** Sleepyhead makes your fatigue go up faster by 30% and makes sleeping 10% less effective. Like Restless Sleeper, it makes the time you have to do things shorter and increases the risk of becoming tired while outside your base, which affects not just your combat abilities but your field of vision, meaning you can be surprised by zombies that you might have seen coming otherwise.
** Asthmatic increases stamina loss when sprinting or running by 140% and makes swinging your weapon cost 130% more. With this trait, you tire out quickly and zombies take more hits to kill, making combat or escape risky as a misstep can get you swarmed to death.
** Zig-zagged with Slow Reader, which slows your reading speed to 70%. It's [[MinmaxersDelight 2 free points]] in single-player, as you can just fast-forward time when reading to finish a book and learn recipes, gain XP bonuses, or boost your mood. In multiplayer, however, you can't fast-forward, so using books for recipes, XP bonuses, and mood boosts takes up more time and you may well lag behind other players in skills because of this.
** Illiterate. For 8 points, you're locked out of gaining recipes, XP boosts from books, or mood bonuses. Books make survival easier: without them, managing your moods and gaining skills is much harder than normal. You also lose out on several recipes-- including the ability to use generators from the rare generator manual book.
** Unfit gives you -4 Endurance and Weak gives you ''-5 Strength'' while also weakening your melee attacks by 40%. Both of these negatives lower your rank in two of the hardest skills to level up in the game, skills which affect your ability to fight and escape. The Weak trait also decreases your carrying capacity, meaning it takes less loot to make you overburdened: going over your carrying capacity increases the strain on your stamina and the risk of tripping or injury.
** Deaf gives 12 points-- the largest amount of points for a negative trait-- in exchange for shrinking your perception radius and removing all sound. This means that unless you have great spatial awareness or pay very close attention, it becomes trivial for a zombie to sneak up on you for a game-ending bite. Worse yet, you can't hear if you've tripped an alarm, so each building you enter could become a death trap and you wouldn't know it until the dead have flooded in. If you are actually deaf, though, it's [[MinmaxersDelight a whopping free 12 points]].
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->''So there is an imbalance issue in that some characters are blatantly better than others. If you've got an heir who's got that one debuff that turns the whole screen upside down you might as well let them die and hold out for the next one. Though that is going to be hard to explain to the wife.''
-->--'''WebAnimation/ZeroPunctuation''' on ''VideoGame/RogueLegacy2''

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