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That One Disadvantage
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That One Disadvantage | comment |
So you finally found yourself that weapon that has been hyped up for being the weapon to end them all (or if not, 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 until death when equipped? And it drains it faster with every attack? And your health cap is low to begin with? No, thanks. Yep, that's That One Disadvantage. No smart minmaxer will ever take the risk of using this weapon, because it will most likely cripple their line-up, severely disrupt 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 mons can also qualify for this if, say, their stats are let down by a horrible trait to the point you're at a severe risk of losing from the moment you set foot on the playing field. For 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 Self-Imposed Challenge, and even then it's borderline masochistic. When this is Played for Laughs, see Joke Item or Joke Character. Opposite of Minmaxer's Delight. |
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That One Disadvantage / int_104e61c6 | type |
No Saving Throw | |
That One Disadvantage / int_104e61c6 | comment |
The Berserker primal path for Barbarians is infamous for the brutal downside of its Frenzy ability. When the Barbarian uses their Rage, they can choose to Frenzy and gain an extra attack each turn for the duration of the rage, at the cost of a level of exhaustion when the rage ends. Each level of exhaustion adds a new penalty that stacks on top of the previous levels, which start off punishing but manageable, but by level 3 your ability to fight is so hampered it effectively negates the benefits of the extra attack. Oh and if for some reason you ever hit level 6 exhaustion, you die outright with No Saving Throw. Each level of Exhaustion takes a Long Rest to get rid of, meaning a Berserker who uses their Frenzy multiple times will need days or, if playing with extended long rest rules, WEEKS to get back in fighting shape, while the rest of the party is ready after one rest. Worse case scenario where the party is in a situation where they're gaining exhaustion as a result of environmental hazards or enemies abilities, the Barbarian might be outright unable to use the ability at all without becoming a complete liability or even risking outright death. | |
That One Disadvantage / int_104e61c6 | featureApplicability |
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That One Disadvantage / int_104e61c6 | |
That One Disadvantage / int_19211122 | type |
Feel No Pain | |
That One Disadvantage / int_19211122 | comment |
C.I.P. 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. | |
That One Disadvantage / int_19211122 | featureApplicability |
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That One Disadvantage / int_2bdae2ae | type |
Awesome, but Impractical | |
That One Disadvantage / int_2bdae2ae | comment |
The Wild Magic Sorcerer subclass falls into Awesome, but Impractical: whenever you cast a non-cantrip spell, you may have to roll a d20. If you get a 1 on this d20 roll, you then have to roll a d100 for a Wild Magic Surge, which makes something happens at random. Some of the Wild Magic Surge effects are useful — recovering HP, regaining spell slots, casting buff spells like Mirror Image for free, or your next spell needing a Bonus Action instead of an Action. But you can also end up casting Fireball or Confusion centered on yourself, make yourself Frightened of the nearest enemy, or cause necrotic damage to everything around you (including your allies). While fun in theory, the amount of potential negative effects from a Wild Magic Surge makes the sub-class not worth using, as some of the Surges can easily lead to a Total Party Kill in the wrong spot. Making this worse is that your most interesting ability — being able to give yourself advantage — leaves you open to a Wild Magic Surge roll as soon as you do it. So your one outright useful ability is probably going to be a detriment in the end. All of these drawbacks, in exchange for only slightly increasing your chances to cast spells and your damage, are not enough to make the sub-class viable. | |
That One Disadvantage / int_2bdae2ae | featureApplicability |
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That One Disadvantage / int_2bdae2ae | |
That One Disadvantage / int_2d4fa515 | type |
Ax-Crazy | |
That One Disadvantage / int_2d4fa515 | comment |
Anything with the Rage special rule, prior to 6th edition (2012). A unit with the old version of Rage must move directly towards the closest enemy as fast as possible. A unit is usually subject to Rage because of a bad roll on a certain test, or as a mechanical counterbalance to some other amazing ability (often Furious Charge or something of the like). Often the trademark of a particularly Ax-Crazy model/unit. While it's a rather negligible drawback against new and inexperienced players, who will almost instinctively park on objectives and never move, a veteran player with a fast vehicle or two can drag Rage units by the nose all over the table. | |
That One Disadvantage / int_2d4fa515 | featureApplicability |
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That One Disadvantage / int_316e9da2 | type |
Memetic Mutation | |
That One Disadvantage / int_316e9da2 | comment |
The Bloodfeeder for the Chaos Lord. When used in melee, you roll 2 six-sided dice and get that many plus 4 attacks in that round (keep in mind that, for a character, you should usually get about five attacks). That is, unless you roll a 1 on either die (which has a 30.6% chance of happening), in which your Chaos Lord goes into a wrist-slitting emo mode, represented by him taking an armor-ignoring wound and forfeiting all of his attacks that round, which more-often-than-not coincides with him getting obliterated in whatever melee he was a part of. No surprise, the fluff clearly points out in many places that "Khorne cares not from whence the blood flows". The Chaos Marines have a number of Confusion Fu options in their codex, but the Bloodfeeder is by far the most self-destructive. | |
That One Disadvantage / int_316e9da2 | featureApplicability |
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That One Disadvantage / int_316e9da2 | |
That One Disadvantage / int_320cbf82 | type |
Combinatorial Explosion | |
That One Disadvantage / int_320cbf82 | comment |
Permanence actively penalizes you for experimenting with the Combinatorial Explosion of functions, which is half the point of the game, by having them automatically overload if you unequip them. Best to take this one last, after you have all the functions you need to build a Game-Breaker combo. | |
That One Disadvantage / int_320cbf82 | featureApplicability |
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That One Disadvantage / int_320cbf82 | |
That One Disadvantage / int_3346eb29 | type |
Overdrawn at the Blood Bank | |
That One Disadvantage / int_3346eb29 | comment |
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. | |
That One Disadvantage / int_3346eb29 | featureApplicability |
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That One Disadvantage / int_3346eb29 | |
That One Disadvantage / int_45bf382b | type |
Game Mod | |
That One Disadvantage / int_45bf382b | comment |
Pawns' backstories affect which jobs they are incapable of doing. In the early game, the worst of these are "Incapable of dumb labor" or "Incapable of violence". Being unable to haul crucial resources can slow down your colony's growth, and being one man down when enemies attack can potentially be troublesome. As you gain more people, these traits become more manageable, but in the early game they can significantly crimp your growth. A very popular Game Mod called "Pawns Are Capable" nerfs this by substituting "incapable of" traits with "hates doing", which gives pawns a mood malus for doing things that they hate. This means they can still be pressed into service for when you really need something done. | |
That One Disadvantage / int_45bf382b | featureApplicability |
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That One Disadvantage / int_45bf382b | |
That One Disadvantage / int_47e4f5f5 | type |
Golden Ending | |
That One Disadvantage / int_47e4f5f5 | comment |
The Knight-Errant backstory has you start the game with a book that, once used, increases all damage dealt in combat by 2 for the duration of the current mystery. Handy for, say, ending boss encounters pretty quickly. The downside is that every single time you get an ending for a mystery that isn't the A Ending, the Doom counter advances by 7. It's got a good chance of getting worse if you're in Timeline B: in that timeline, three of the mysteries possible will never get that golden ending. Furthermore, some golden endings require multiple mysteries to be done in the right order. For example: if you get the mystery "Bizarre Bruit of the Blood-Curdling Botanist" but don't also get "Macabre Memoir of Morbid Mermaids", you better prepare for that Doom increase, because the Golden Ending of "Botanist" requires you to have the Fire Axe, which only comes from the Golden Ending of "Mermaids". This, however, can be somewhat mitigated now that you can reroll mysteries at the start of the game assuming you haven't completed any yet. | |
That One Disadvantage / int_47e4f5f5 | featureApplicability |
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That One Disadvantage / int_47e4f5f5 | |
That One Disadvantage / int_4efe80e1 | type |
Lazy Bum | |
That One Disadvantage / int_4efe80e1 | comment |
Truant was originally an Ability only given to Slaking, later being given as a Hidden Ability for Durant. Truant causes the user to 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. | |
That One Disadvantage / int_4efe80e1 | featureApplicability |
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That One Disadvantage / int_4efe80e1 | |
That One Disadvantage / int_4fc753f | type |
Olympus Mons | |
That One Disadvantage / int_4fc753f | comment |
Slow Start is the signature ability of 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). | |
That One Disadvantage / int_4fc753f | featureApplicability |
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That One Disadvantage / int_4fc753f | |
That One Disadvantage / int_5405b144 | type |
Scratch Damage | |
That One Disadvantage / int_5405b144 | comment |
Cathedral removes a Bishop, adds a Rook, and all non-Rook pieces adjacent to Rooks will only take a maximum of 1 damage in a shot. Needless to say, this makes pieces near Rooks borderline unkillable, not helped with Rooks being durable. While this card does open up the useful Church Organ card, the downside of Cathedral is still very deadly. | |
That One Disadvantage / int_5405b144 | featureApplicability |
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That One Disadvantage / int_5405b144 | |
That One Disadvantage / int_5979acea | type |
Fragile Speedster | |
That One Disadvantage / int_5979acea | comment |
Kite Shield makes all of the otherwise-squishy but fast-moving Knights get a Single-Use Shield 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... | |
That One Disadvantage / int_5979acea | featureApplicability |
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That One Disadvantage / int_5979acea | |
That One Disadvantage / int_62259825 | type |
Nintendo Hard | |
That One Disadvantage / int_62259825 | comment |
Picking the Medical History backstory is essentially asking for 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. | |
That One Disadvantage / int_62259825 | featureApplicability |
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That One Disadvantage / int_62259825 | |
That One Disadvantage / int_66f763c0 | type |
Interface Screw | |
That One Disadvantage / int_66f763c0 | comment |
Schizophrenia/Kaluptic Psychosis causes hallucinations and occasional Interface Screw, which can only be temporarily stopped by taking Thorazine. Unfortunately, Thorazine is rather rare and raiding pharmacies— the most reliable source of Thorazine— can be dangerous, especially on Static Spawn. | |
That One Disadvantage / int_66f763c0 | featureApplicability |
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That One Disadvantage / int_66f763c0 | |
That One Disadvantage / int_7d36715f | type |
Gasshole | |
That One Disadvantage / int_7d36715f | comment |
Flatulent, which will cause the dupe to occasionally generate Natural Gas. Never in a big enough amount to be useful, but always enough to cause the occasional choke and be a real problem for your greenhouse's gas control. | |
That One Disadvantage / int_7d36715f | featureApplicability |
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That One Disadvantage / int_7d36715f | |
That One Disadvantage / int_825f60fa | type |
Mercy Invincibility | |
That One Disadvantage / int_825f60fa | comment |
Algesia completely removes your character's Mercy Invincibility 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. | |
That One Disadvantage / int_825f60fa | featureApplicability |
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That One Disadvantage / int_825f60fa | |
That One Disadvantage / int_82ebf026 | type |
Minmaxer's Delight | |
That One Disadvantage / int_82ebf026 | comment |
At the highest level of Terminally Ill, your character will suddenly drop dead after a month or so. This potentially flips over into Minmaxer's Delight 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". Finding a permanent solution during the campaign means you have to buy off the disadvantage, or get new disadvantages instead. | |
That One Disadvantage / int_82ebf026 | featureApplicability |
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That One Disadvantage / int_8d4fcaa5 | type |
Self-Imposed Challenge | |
That One Disadvantage / int_8d4fcaa5 | comment |
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 won't be able to hear alarms, so every time you break into a building you could be drawing every zombie in earshot to your location and you wouldn't know it until they've flooded in. It's clearly designed to be taken as a Self-Imposed Challenge, 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 a whopping free 12 points. | |
That One Disadvantage / int_8d4fcaa5 | featureApplicability |
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That One Disadvantage / int_8d4fcaa5 | |
That One Disadvantage / int_8df14c99 | type |
One-Hit-Point Wonder | |
That One Disadvantage / int_8df14c99 | comment |
Fragile gives your body 75% less HP and makes it heal at 1/4 speed, making it much likelier to get one-shot-killed by a stray blow to the torso or just get worn down by attrition. Taking it with Glass Jaw (-30% head HP) turns your character into the closest thing in-game to a One-Hit-Point Wonder. This is great for a Self-Imposed Challenge, but for those jut trying to min-max, there are better alternatives. | |
That One Disadvantage / int_8df14c99 | featureApplicability |
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That One Disadvantage / int_8df14c99 | |
That One Disadvantage / int_92cca75b | type |
Ret-Gone | |
That One Disadvantage / int_92cca75b | comment |
Unique sounds cool at first, but it means that if anything ever changes the time line significantly (and you can only take it in worlds where this is possible), 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 Minmaxer's Delight — not only do you get disadvantage points for taking it, it gives you the Zeroed advantage (i.e. your character is not listed in any of the usual publicly-available records) for free. | |
That One Disadvantage / int_92cca75b | featureApplicability |
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That One Disadvantage / int_92cca75b | |
That One Disadvantage / int_949221ec | type |
Evil is Cool | |
That One Disadvantage / int_949221ec | comment |
The Underdark subraces (like Drow or Duergar) are not very popular due to the Sunlight Sensitivity racial feature, which imposes disadvantage on Perception checks and attack rolls while in sunlight. Barring adventures in the Underdark, most adventures involve a significant amount of being outside in the daylight and very few players want to deal with a major handicap that consistently, especially considering their other racial features generally aren't nearly worth the downside. Drow are still somewhat popular, largely thanks to Evil Is Cool reasons and the Drow ranger Drizzt being probably the single most iconic D&D character, but other Underdark subraces like Duergar and Deep Gnomes are extremely rarely chosen. | |
That One Disadvantage / int_949221ec | featureApplicability |
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That One Disadvantage / int_949221ec | |
That One Disadvantage / int_96251156 | type |
Deer in the Headlights | |
That One Disadvantage / int_96251156 | comment |
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. | |
That One Disadvantage / int_96251156 | featureApplicability |
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That One Disadvantage / int_96251156 | |
That One Disadvantage / int_989e2092 | type |
Swap Teleportation | |
That One Disadvantage / int_989e2092 | comment |
Castle gives the White King the ability to swap place with a rook upon getting shot, even from stray bullets, and the Rook takes the damage instead. If you're in 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 unless you have Black Mist to save you. This got nerfed such that a Rook that swapped can no longer instant-checkmate you when doing so, severely reducing the card's threat. | |
That One Disadvantage / int_989e2092 | featureApplicability |
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That One Disadvantage / int_989e2092 | |
That One Disadvantage / int_a18fda9c | type |
Dumb Muscle | |
That One Disadvantage / int_a18fda9c | comment |
Cannot Learn runs in a similar vein. Players with it cannot spend points to boost Dexterity, Intelligence, any skills, or acquire (most) new advantages. Now how to improve your character... | |
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That One Disadvantage / int_a62b49ea | type |
That One Level | |
That One Disadvantage / int_a62b49ea | comment |
There are some very unpleasant Dark Events such as one that has the UFO chase the Avenger (and often being the cause of That One Level), Avatar breakthroughs (which can often cause permanent time loss to the Avatar timer that can only be offset in the War of the Chosen DLC), Viper Bullets for ADVENT soldiers (which makes every successful shot at your soldier poison them), and cutting the next month's supply drop in half. | |
That One Disadvantage / int_a62b49ea | featureApplicability |
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That One Disadvantage | hasFeature |
That One Disadvantage / int_a62b49ea | |
That One Disadvantage / int_ad4a45be | type |
Final Boss | |
That One Disadvantage / int_ad4a45be | comment |
Heightened Security is also another hated condition, mainly due to it not being worth a mere 1 heat. It increases the damage from traps and magma by 400%. Suddenly, your health is dropping faster than a stone in Asphodel's lava while the dropping axes in Styx cuts your health in half (if not more). Not to mention that the urns the Final Boss spawns count as traps, so their shockwaves are buffed by this as well. | |
That One Disadvantage / int_ad4a45be | featureApplicability |
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That One Disadvantage / int_ad4a45be | featureConfidence |
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That One Disadvantage | hasFeature |
That One Disadvantage / int_ad4a45be | |
That One Disadvantage / int_b1346878 | type |
Fate Worse than Death | |
That One Disadvantage / int_b1346878 | comment |
Dark Fate. For 3 points (as of 4th Edition), you hand the GM a "screw you" card that they can play whenever they feel like it. When that happens, you will betray everything your character holds dear, most likely including the other players, and either become an NPC, die, or suffer a Fate Worse than Death. Note that Rokugan is a setting where fates worse than death are common. | |
That One Disadvantage / int_b1346878 | featureApplicability |
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That One Disadvantage / int_b1346878 | featureConfidence |
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That One Disadvantage | hasFeature |
That One Disadvantage / int_b1346878 | |
That One Disadvantage / int_b71c764e | type |
Demonic Spiders | |
That One Disadvantage / int_b71c764e | comment |
Iron Maiden makes the already-dangerous Queens get their movement turn much slower but also makes them 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, the Genderqueer card or the Succubus card will also benefit from this invincibility. This also makes it nearly impossible to get the very useful Queen Souls obtained from killing Queens, which allow the Black King to move like one upon spending them. The only way to kill these Queens and get their souls is via throwing them off the map with King's Shoulders, a specific card which can only be used once per floor and only on adjacent enemies, meaning that you need the Queen to move right next to you (since you can't move into her attack range without getting checkmated). The only way to remove the invulnerability is if there are only Queens on the map, which means picking Guillotine (another huge disadvantage) to remove the King. | |
That One Disadvantage / int_b71c764e | featureApplicability |
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That One Disadvantage / int_b71c764e | featureConfidence |
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That One Disadvantage | hasFeature |
That One Disadvantage / int_b71c764e | |
That One Disadvantage / int_bb30961 | type |
Born Unlucky | |
That One Disadvantage / int_bb30961 | comment |
Woe on anyone who takes the disadvantages Unluckiness or 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: | |
That One Disadvantage / int_bb30961 | featureApplicability |
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That One Disadvantage / int_bb30961 | featureConfidence |
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That One Disadvantage | hasFeature |
That One Disadvantage / int_bb30961 | |
That One Disadvantage / int_beda4b12 | type |
Warm-Up Boss | |
That One Disadvantage / int_beda4b12 | comment |
Out of all the Old Gods you can pick, the old version of Ithotu the All-Devouring Flame is the harshest one since it comes with doubled Stamina penalties in comparison to other options that offer much more manageable effects. It has since been nerfed so the double damage goes both ways, which puts it on par with Old Gods that aren't Ath-Yolazsth and arguably even makes it fun, as it gives it a risk/reward factor. | |
That One Disadvantage / int_beda4b12 | featureApplicability |
1.0 | |
That One Disadvantage / int_beda4b12 | featureConfidence |
1.0 | |
That One Disadvantage | hasFeature |
That One Disadvantage / int_beda4b12 | |
That One Disadvantage / int_c513249 | type |
Harder Than Hard | |
That One Disadvantage / int_c513249 | comment |
The Ill-Fated background is arguably even 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 and and gets substantially stronger the higher Doom is, which will increase more often with failed skill checks. For all other characters, even with the free 133 experience (basically equating to an instant level up) upon starting, Medical History is still easier. | |
That One Disadvantage / int_c513249 | featureApplicability |
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That One Disadvantage / int_c513249 | featureConfidence |
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That One Disadvantage | hasFeature |
That One Disadvantage / int_c513249 | |
That One Disadvantage / int_c87660d5 | type |
Get a Hold of Yourself, Man! | |
That One Disadvantage / int_c87660d5 | comment |
Chemical fascination causes pawns to occasionally go binge on hard drugs like yayo and go-juice. While binging, they are uncontrollable, which can be very bad if you need them to do something else other than stuff their face full of drugs. At best, they might develop a new addiction after binging: at worst, they might kill themselves through an overdose. Its lesser cousin, "Chemical interest", is somewhat this, but is a bit more manageable as they binge on softer drugs like smokeleaf. The only way to stop these binges without mods, as with any mental break, is to arrest and/or beat the piss out of them. Thankfully, some balance came later, and it's mildly less annoying now; the binges are now Mental Break only, and now they have the Need for chemicals, dampening the mood if they've been sober too long but actually improving their mood if they've had a decent drug streak. | |
That One Disadvantage / int_c87660d5 | featureApplicability |
1.0 | |
That One Disadvantage / int_c87660d5 | featureConfidence |
1.0 | |
That One Disadvantage | hasFeature |
That One Disadvantage / int_c87660d5 | |
That One Disadvantage / int_cb5cf4a5 | type |
Poison Mushroom | |
That One Disadvantage / int_cb5cf4a5 | comment |
Vegan makes all health consumables deal damage to you instead of heal you. Unless you're playing as a Chefnote whose class talent, Stew, lets them heal on demand, and can be replenished by collecting mana flasks in lieu of meat and pizza consumables, 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 Lifenote an item that causes you to take immediate damage, but increases your max HP from these rooms becomes much riskier. | |
That One Disadvantage / int_cb5cf4a5 | featureApplicability |
1.0 | |
That One Disadvantage / int_cb5cf4a5 | featureConfidence |
1.0 | |
That One Disadvantage | hasFeature |
That One Disadvantage / int_cb5cf4a5 | |
That One Disadvantage / int_e4c91c25 | type |
Press Start to Game Over | |
That One Disadvantage / int_e4c91c25 | comment |
In deadEarth, the player is forced to roll several random mutations for their character, some of which explicitly kill your character during chargen (which is combined with the game only allowing you three characters ever.) At least you can later roll a radiation mutation later in character generation to nullify such effects. | |
That One Disadvantage / int_e4c91c25 | featureApplicability |
1.0 | |
That One Disadvantage / int_e4c91c25 | featureConfidence |
1.0 | |
That One Disadvantage | hasFeature |
That One Disadvantage / int_e4c91c25 | |
That One Disadvantage / int_eac3ee70 | type |
April Fools' Day | |
That One Disadvantage / int_eac3ee70 | comment |
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 April Fools' Day 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 Lethal Joke Character. | |
That One Disadvantage / int_eac3ee70 | featureApplicability |
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That One Disadvantage / int_eac3ee70 | featureConfidence |
1.0 | |
That One Disadvantage | hasFeature |
That One Disadvantage / int_eac3ee70 | |
That One Disadvantage / int_f6722211 | type |
Hit Points | |
That One Disadvantage / int_f6722211 | comment |
There is actually an Easy to Kill disadvantage. While it can be offset with plenty of Hit Points, Damage Resistance, etc., it's rarely taken because it's only worth -2 points per level. | |
That One Disadvantage / int_f6722211 | featureApplicability |
1.0 | |
That One Disadvantage / int_f6722211 | featureConfidence |
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That One Disadvantage / int_f6722211 | |
That One Disadvantage / int_name | type |
ItemName | |
That One Disadvantage / int_name | comment |
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That One Disadvantage |
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