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{{trope}}
{{quote|''"No no no, you don't understand. You see, I only had one ring left to protect my teammates from being in the Edge, so I had to leave the rest behind. I mean, [[Who Would Be Stupid Enough...?|what kind of idiot]] goes into battle with half his team behind? How stupid would you have to-... [[Phantasy Star II|R-Rolf]], why are you beating your head against the wall like that?"'' |'''[[Phantasy Star IV|Chaz]]''', ''[http://www.phantasy-star.net/cwe/conversations5.html Conversations Within Elsydeon]''}}
Trope common in [[Real Time Strategy]] games, in which the overall number of units or the count of a particular powerful, but not unique unit are limited by assigning a completely arbitrary [[Cap]] to them. This limit is often far lower than what the resources available or the technical limits of the game engine could allow. Particularly ridiculous when the rule can be broken through scenario design or using a perfectly legitimate game feature. Most often implemented as a way to enforce game balance. It can also be a matter of resources; each unit requires not just rendering power but AI, collision, and other intangibles. This can be partially justified by representing the High Command's reluctance to commit too many resources into one battle when you- in theory- have more than enough resources, though this justification [[Fridge Logic|does not work as well when you are fighting THE climatic battle and yet there are only so many units you can deploy.]]
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However, occasionally it may be hardware related, since processing and showing many units at once can slow a game down considerably to the point where it runs really choppy, particularly on high graphic settings, hence the need to limit how many units one can have at any given time. Since developers have to take console hardware limitations into account, or multiple PC configurations, they will usually try to balance between gameplay, and allowing the game to still run smoothly.
Many [[Role Playing Game|Role Playing Games]] have this as well, centered around the three-to-five-person size of the active party. In addition to the [[Hand Wave]] explanations common in [[Real Time Strategy]] games, [[Role Playing Game|Role Playing Games]] can use the plot to explain the size limit. For example, in ''[[
Recently, the trend of allowing the side characters to "switch out" with the main team is growing, at least in the aforementioned [[Role Playing Game|Role Playing Games]]. If the characters "on the bench" travel along with the main characters but refuse to switch out, or jump in if the active party gets defeated, they're [[Lazy Backup]]. (The [[Gameplay and Story Segregation]] may also explain that all of them are fighting, and the battle scene simply represents it.)
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== Platform Games ==
* The ''enemies'' in ''[[
* ''[[Lost Vikings]] 2'' has five playable characters. However, only 3 are present per level. It is [[Lampshaded]] throughout the game.
== RPG -- Eastern ==
* [[Hand Wave|Hand Waved]] in ''[[
* The ''[[Final Fantasy]]'' series is a repeated offender:
** The early ''[[Final Fantasy]]'' games have very obvious caps on the enemies you can face at once. Nine in ''[[
{{quote| '''Stone Dragon''': Blarg! I'm a dragon. <br />
'''Stone Dragons''': [[Actually Four Mooks|Or twelve!]]<br />
'''[[8-Bit Theater (Webcomic)|Red Mage]]''': Impossible! Only a maximum of nine enemies may be onscreen! <br />
'''Stone Dragons''': Fuck you. }}
** ''[[
*** It does, however, have the most party members available in battle of he main series, with five. The other games have four, or only three.
*** ''[[
** In ''[[Final Fantasy VI]]'', when the party is attempting to land on the Floating Continent from the airship, you are puzzlingly told that you can only take three people along, even though the party limit is four. You find out later that {{spoiler|Shadow is down there waiting for you, and his presence is required at the end of the Floating Continent sequence,}} but still. At the time you can't help wondering what part of this whole plan would be messed up if one extra person went with you.
*** Before that, on the haunted train, you may recruit ghosts to have up to four party members, but if you try for a fifth member, Sabin objects that too many members would slow you down. Frankly, in an area that dangerous, I'd take slow over weak.
*** Later on in [[The Very Definitely Final Dungeon]], though you still have the same party limit, you need to form three parties in order to reach the [[Big Bad]]. The 3 parties merge upon reaching the [[Big Bad]] into a party of 12, while you still fight in groups of four, once the ones in battle are all KO'd, they would be switched with the next in the line up.
** Justified in ''[[
*** Averted during the final [[Boss Battle]]. Normally, the player controls one group of 3 characters during a battle, but when fighting the [[Big Bad]] the player is allowed to equip ALL 8 characters and may cycle between them at any point in the battle, if it seems like one group is struggling to make progress alone. Not unique, but certainly unusual among RPGs to allow the entire cast to take part in a fight.
*** Then, you have the Fort Condor proto-RTS sequences. The gist of these, according to the inhabitants of the fort, is that they have to hire mercenaries in order to repel attacks by the Shinra. Naturally, they ask you for your monetary contribution. Eventually, you are forced to take an active role as commander, and this involves buying the services of various units and placing them around the battlefield. [[Arbitrary Headcount Limit]] rears its ugly head here, because you are limited to placing a maximum of twenty. By the time you reach this sequence, it is entirely possible that you have enough money to fill every square foot of the battlefield with units.
** ''[[
** ''[[
*** [[
*** It should be noted though that you can also rotate in your sideline characters during the middle of a fight in FFX, you just can't rotate out a KO'd character unless you revive them first.
* Justified in ''[[Phantasy Star]] IV''. Until the end of the game there are only five characters in your group at any given time, and when everyone finally gets together to fight the [[Big Bad]], there are only [[Enough to Go Around|five artifacts]] of power that'll let their wearers go into the lair. Of course, this is somewhat moot, as the fifth of those artifacts (the Rykros ring) was not actually equippable by any of the characters; no matter who you picked, your fifth party member didn't get one anyway.
** The Quote at the top of the page referenced Phantasy Star 2 which did have an arbitrary limit on party size. Phantasy Star and Phantasy Star 3 both get around this by having the size reflect the maximum characters availble at any given point. Phantasy Star 2 however just randomly limits the size of the party.
*** Rolf's solo adventure spinoff states he dislikes working with others and would rather have a small team if he HAS to bring one along, since small teams mean less chances for others to mess up. Since he is basically team leader, that is very likely the reason why he only brings a handful of people along.
* The entirety of the ''[[Tales
** ''Tempest'', ''[[Tales of Innocence
** ''Hearts'' also averts it, like ''Mugen no Frontier'' above, by introducing the "Link Attack" system, by which characters in the back party can be summoned in to use attacks or spells. Since characters Linked in can't be damaged or interrupted, it's useful for calling out a Raise Dead or [[Last-Disc Magic]] with a charge time of "eternity".
** [[Lampshade Hanging|Lampshaded]] in ''[[
{{quote| '''[[Dishing Out Dirt|Gnome]]''': You guys [[Just for Pun|play dirty]]. [[Arbitrary Headcount Limit|Four against one?]] Well, {{spoiler|Mithos}} did it by [[Duel Boss|himself!]]<br />
So, uh... the other 4 were just sitting off to the sidelines, maybe eating some curry? Granted, we're talking about a trope here, but the Lampshade is hilarious. }}
** Similarly, if you go a long time without switching party members in ''[[
* In ''[[
* ''[[Riviera the Promised Land]]'' [[Lampshade Hanging|lampshades]] this by stating that going into battle with more than 3 members would make things too crowded, but this does not explain why battling party members can't tag out.
* In ''[[Brave Story]]'': ''New Traveler'', you can not control more than three people in the party, one of them being your character.
* ''[[
* In ''[[
* Parodied in ''[[
** Played ''painfully'' straight in ''[[
* ''[[
** The spiritual sequel ''[[
* The main ''[[
* In ''[[
** This is also done in ''[[
*** In addition one is fairly difficult to find without an FAQ, while another will only become available fairly late in... at which point you've probably already filled up all seats.
* ''[[Valkyrie Profile]]'' always has quite a bit of playable characters but only three manifest at once. This is explained with how Valkyrie only manifests the einherjar that she wishes to train. Except that there is one game in the series that doesn't actually ''have'' a Valkyrie as the main character...
** ''[[Valkyrie Profile Covenant of the Plume]]'' stars a mortal named Wylfred who is required for just about every battle, but three people join him in battle. From a gameplay perspective, this makes total sense. (Because considering you can recruit up to 9 characters in the main story and ''way'' more in the Seraphic Gate...how on ''earth'' would you be able to pull that off on a ''handheld''?)
* Justified in ''[[
** And then {{spoiler|Wadassia is reduced to ruins, and you're still using six characters to fight the final boss and save the world}}.
* ''[[Infinite Undiscovery]]'' allows 4 characters, or 3 if one of them is [[Everything Is Worse With Bears|Gustav]]. [[Loads and Loads of Characters|Out of 18]]. And some of them are arbitrarily forbidden from being in the same group as the [[Player Character]], restricting their use to [[Let's Split Up, Gang!]]-situations -- without the slightest explanation.
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** In ''[[Suikoden IV]]'', this was downsized to a four-person party, plus a 'support' [[NPC]]. After this proved unpopular with players, ''[[Suikoden V]]'' responded by upping the limit to ''ten'' -- while you could only have up to six actively fighting in your party at any given time, there were four extra slots you could use to bring along other characters, be they supporting NPCs or other fighters. This helped with [[Leaked Experience]] and provided an alternative whenever you had to bring certain characters along for plot-related purposes.
*** There's a bit of missable dialogue with your strategist that actually explains this: when going on land, you have to be careful not to attract undue attention, so a small party is better unless you want the whole Kooluk army (which vastly outnumbers you, to say the least) on your tail. As for the ship, you are restricted to 3 parties (12 people total), but they are freely switchable in battle, and that's because there's not enough space for more to fight on the ship, since the rest of the space is taken up by the currently-attacking monsters and overcrowding the ship's bridge can result in someone getting shoved overboard in the confusion.
* The ''[[
* In ''[[Endless Frontier]]'', your entire party can participate in battle, but only four are active and fit on the screen. The non-active characters can use support attacks during the fight, up to certain limits, with some characters only capable of participating through support attacks. The sequel shows off how arbitrary the limitation really is, with a lot more support-only characters, one character who has a partner, and still the same four-character headcount limit.
* ''[[
* Completely and totally averted in the case of ''[[Lunar]]: Silver Star Harmony''. When you enter battle, all party members participate and can be controlled.
* ''[[Kingdom Hearts]]'' only allows you to use three characters at a time... which seems more than a little pointless, given you never have access to more than ''four'' at a time anyway, and given that all experience is [[Leaked Experience|leaked]].
* ''[[
** The ''[[Persona (
** ''[[
*** During the [[Final Battle]], when all of SEES is present at the [[Boss Arena]], the limit is justified when [[Mission Control|Fuuka]] detects a large number of Shadows climbing up towards them. Mitsuru commands the rest of the party to [[Hold the Line]] against these Shadows and defend the main group while these fight the final enemy.
** ''[[
*** It's at least partially explained when you revisit a dungeon. Occasionally, members of your party that aren't actually with you can randomly appear in an empty room of the dungeon. It's implied that they've formed an independent B-team and fight Shadows in other parts of the dungeon. Of course, you never see the products of this endeavor.
** In ''[[
* ''[[Sweet Home (
* ''[[Secret of Mana]]'' and ''[[Seiken Densetsu 3]]'' have this for the enemies, only allowing up to three on screen at once.
* ''[[Inazuma Eleven]]'' has an amazing number of 100 members allowed at any one time, but given its [[Cast of Snowflakes]], arguably even that number isn't enough. As with soccer, during matches 11 members are on-field while optionally 5 are on bench.
* ''[[
* Subverted in ''[[Blue Dragon]]'', everyone joins the fight for huge battles.
* Played with in ''[[
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* ''[[Guild Wars]]'' imposes an [[Arbitrary Headcount Limit]] in every area of the game, including outposts, where players can't even fight. In the training area it's 2; in low-level areas it's 4-6; in the high-level areas it's 8; and in elite areas it's 8-12. Usually, this limit isn't a big deal, since low-level areas are balanced for small teams. But just see what happens when a team of 4 tries to kill things in the same newbie area in [[Nintendo Hard|hard mode]]...
** Originally, players could only have 3 heroes in their party at any given time, despite having access to almost 30. These days it's possible to bring 7.
* In ''[[Star
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*** The Sega Genesis version limited you to three, period.
* The ''[[Lord of the Rings The Third Age]]'' has a very strange one: Any person on the battlefield can switch out for any one not on the battlefield at any time, but only three can actually fight at one time. And if someone gets knocked out? Nobody will fill in for them. They just lie there, taking up a perfectly good slot. To make matters worse, there are occasionally guest characters who can't be switched out, even if they're very poorly suited to whatever enemy you're up against at the time.
* [[
** ''[[
** ''[[Baldurs Gate II]]''. Specifically coming to save a friend of yours, but not being able to lead her out of the dungeon of the [[Big Bad]] because your party was full (There actually was a dialogue option that said this). At least Bioware added an optional NPC that would betray you at a very convenient time, opening a slot for the [[Distressed Damsel]], if you had him with you.
** In the original ''[[Neverwinter Nights]]'', you could only have one henchman at any one time. Hordes of the Underdark expanded this to two, but still required you to leave three or four perfectly capable allies waiting around back at base in the first chapter. Fan-made modules occasionally remove this limit entirely, leading to annoying situations like the mines in the second chapter of ''[[A Dance With Rogues]]'', where you have to individually command six different party members to stay where they are while you set off an explosion to clear a tunnel and then command them all to follow you again.
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** ''[[Jade Empire]]'' is even worse given that only one other character can join you at a time.
*** Additionaly, one of these does not fight but only allows you to use the [[Drunken Master]] style. Another character is in your party pool but is only there to trade with you. With him being a disembodied spirit, this makes a little sense.
** ''[[
** ''[[
*** The only other time the entire team goes away on a "mission", it is explained that Shepard would then choose who to take with him/her when they get to their destination. The "mission" is actually a {{spoiler|transparent plot device to get all the combat-capable people out of the ship so the Collectors can kidnap the crew}}.
*** Particularly jarring in the ''Lair of the Shadow Broker'' [[DLC]], as after meeting up with Liara, you are prompted to choose which one of your teammates to take with you, despite there being ''absolutely no point'' to leaving one of them behind. Sure, it makes some sense to leave part of the team behind on the Normandy ({{spoiler|that would've really helped in the Collector attack}}), but in this case, there is literally no reason for this other than the headcount limit. Made even more ridiculous by the fact that the group of three then enters a skycar - which explicitly has ''four'' seats.
** ''[[Sonic Chronicles]]'' limits you at four [[Can't Drop the Hero|with Sonic always in the lead]]. Counting [[Secret Character|Cream and Omega]], you can have eleven.
** True for ''[[Dragon Age]]: Origins'' as well. You'd think as one of the only two people able to stop a horde from destroying the world, you'd be able to take all your companions into battle, but you're limited to a party of four. Unlike the other games, though, during the final battle in {{spoiler|Denerim}}, all your companions join the initial assault. Then you make your party selections for the final boss battle, leaving the rest to defend the gates. Kudos to Bioware for actually letting the players control the remaining companions during the defense (the only time in the game where the party does not include the main player).
** In ''[[
* ''[[Planescape: Torment]]'' is actually a fair bit better with this. The party can have up to six people, counting the Nameless One. There are only ''eight'' recruitable characters, and one of them is almost universally considered [[The Load]], and another is a batshit insane [[Knight Templar]] who even a good aligned Nameless One probably wouldn't want.
* In ''[[Dungeon Siege]]'', your party is arbitrarily limited to 8 characters. Once full, you have to abandon existing characters when you want to recruit new ones. Your pack mules are included in this, so counter-intuitively your party can keep track of less animals as there are more of you.
** Frustratingly, to a mind-boggling degree, you don't start with the ability to have a maximum-size party in Dungeon Siege 2. You start with two and have to find an NPC and purchase the right to have progressively more active party members at one time. You can't reach the real limit until you've already beaten the game ''twice''.
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** VI, VII and IX had a party of four, with all created at start, and reasons for them not expanding<ref>In VI and IX the four are old friends that lived in the same village before Plot happened, while in VII the four becomes the Lords of Harmondale when the prologue is completed</ref>... but one could also recruit up to two 'followers' that gave some perks, with no explanation given for why three followers were one too many. VIII had parties of five, with one created at start and unable to be switched out, and others found as the game progresses, but no explanation for why, once you have that many adventurers, any excess over five has to stay at the inn.
* ''[[Ultima]]'' had this in many of the games. In ''[[Ultima IV]]'' you are limited to 8 party members and there are 8 recruitable, but the game dictates that you cannot recruit whichever NPC matches your class. V-VII play this totally straight.
* ''[[
* ''[[Skyrim]]'' only lets you have one companion at a time, just like [[Fallout 3]], and it doesn't even attempt to explain why. If you ask someone else to join you, they'll just say "Looks like you already have someone following you."
* In ''[[
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== Strategy -- 4X ==
* The older ''[[
** ''Civilization IV'' implements a more typical Cap, forbidding each civilization from having more than three missionaries of a given religion at any given time. However, since missionaries are self-consuming, the limit is not nearly as annoying.
** ''Civilization V'' revamps the resource system to work this way. In the previous two iterations,<ref>The first two games did not have strategic resources implemented as a feature yet.</ref> you just had to ''have'' the resource—eg. you needed Iron to create Swordsmen, because [[Useful Notes/Swords|Swords]] are [[Captain Obvious|made out of iron]]<ref>Well, technically, steel, but steel is an alloy of carbon and, get this, iron. Unless they're made out of bronze.</ref>—unless you were playing ''Civ3'', at which point the resources depleted at an unexplained rate. As of ''Civ5'', Resources are now an [[Cap|Abritrary Building Limit]] on how many of a thing you can create at once: if you want all six of your cities to spawn Swordsmen but you only have four units of Iron, then two of them will have to do something else.
*** This can get annoying, as conquering civilizations will tend to have a lot of puppet cities, whose government cannot be influenced for some reason ([[Non-Indicative Name|isn't that the whole point of a puppet government that they do what you want?]]), so they continue to build nuclear power plants when you're desperately need your few uranium deposits to build nukes/submarines/HumongousMecha. There should at least be an option to restrict any construction that requires strategic resources. As the ruler of that civilization, you should have the final say on resource allocation.
* Averted in ''[[
** But not pay all that much. A gaming magazine's retrospective featured an image of a fleet of death stars, with the caption "This is what they were trying to avoid."
* ''[[Sword of the Stars]]'' doesn't limit the size of the fleets, but it does limit how many ships that can participate in a battle at each moment. Each side gets command points based on on the size of the command ship (if any), some technology upgrades, and if they outnumber their opponent; when a ship gets destroyed (freeing up associated command points), new ship(s) will arrive as a reinforcements from the reserve.
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== Strategy -- Real Time ==
* [[Averted Trope|Averted]] by [[Harpoon]]. You can recreate a scenario like 3 or 4 US Carrier Groups escorting a massive amphibious assault convoy vs the entire Soviet Navy. Or you can recreate an attack by North Korea, China and Eastern Russian forces vs South Korea, Japan and the USA if you like. The only limit is your computer processing power.
* In ''[[
** However, in the sequels, breaking the headcount limit is stopped: all ships, captured or built, are counted under the fleet cap (and a capture that failed because of this didn't even have the decency to scuttle the ship).
** Moreover, the limit is on ships of a given size - 50 fighters of any kind, xx corvettes of any kind, 18 frigates of any kind, 4 destroyers, 4 carriers, and three cruisers) - which could lead to not being able to build more fighters but being quite capable of building a whole pile of corvettes that would all be turned to scrap metal in under three seconds.
*** Except one: Hiigaran Mothership/Vaygr Flagship. It is possible (as far as official 1.1 patch is concerned) to have a 6-player match and ending up with each player's flagship as your own. [[Didn't See That Coming]] did you?
* In the ''[[
** In ''Warcraft II'' there is a hidden limit of 600 units (and buildings) divided by the number of players. (Meaning only 75 per player in an eight player game.) Extraneous units simply disappear when their construction completes, wasting resources.
** In ''Warcraft III'', there is also a global supply limit of 90 (raised to 100 in the expansion) on the total number of units a player can train (although it is possible to go over this limit if the extra units are acquired via means other than training, like resurrection spells or a scenario script). Unlike ''[[Starcraft]]'', there is only one supply pool (as opposed to a separate one for each race), and the limit thus cannot be circumvented by building units of different races.
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** ''Starcraft II'' has the Protoss Mothership, a unit which uses no ''normal'' supplies, but of which there can only be one at a time (per player), or which can be built like any other unit (i.e. as many as you can afford) but costs a metric fuckton of resources - Blizzard is still working on that.
* Both averted and played straight with the [[Total War]] games. You can build as many units as you want, provided you can maintain their upkeep. However, in battle, you are limited to twenty units per army stack. On the maximum scale settings, this can give you a maximum of 4800 soldiers to command in a single battle. In Rome, this is a bit of [[Fridge Brilliance]], since that number isn't far off from the total number of fighting men in a Roman Legion. (Not counting the thousands of support soldiers)
* Every ''[[
** In the original game's expansion set "Rise of Rome", the technology "logistics" allow infantry to count as 1/2 a unit, thus allowing a larger army. The basic head count is also raised to 75.
** This can be extended to 200 per player in the multiplayer mode (since each unit counts as 1, this limit is almost never reached), and the amount of units placed in the campaign editor is limited only by the power of the computer running the game.
** ''[[
** Certain special units have a Limit of One. Most notable is ''Age of Mythology'', which has several of these units, including the Titans, the Hippocampus, and a few others. In one case, the clever combination of an Egyptian technological upgrade (allowing two Pharaohs) and a cheat code (allowing reuse of a god power that transforms a pharaoh into a lightning-wielding Son of Osiris) actually allows the player to create an infinite number of Sons of Osiris, provided he has enough houses for them all.
** ''Age Of Mythology'' added a new feature to screw the headcount even further: some units take more space from the population slots than others (i.e. a villager or a simple soldier takes one; a siege weapon or a mythological unit can take up to five).
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** Incidentally, in Dune II, a similar limit existed for buildings. This was actually rather exploitable, since the building limit was global: if you reached the building cap, then you could prevent the enemy from rebuilding by destroying one of their buildings and immediately replacing it with one of your own.
* ''[[Total Annihilation]]'' was released with a unit limit of 250 units per side. A patch was released that raised this limit to 500. The large modification community for that game had even found a way to increase the unit limit to 5000 units per side. Given that the game allowed for easy adding of new unit types up to 256 different units, 512 with a community made fix, that means you couldnt build one of unit avaible.
* ''[[
** It's worth noting that in ''Supreme Commander'' everything you build (except walls) counts as a unit- not only tanks and aircraft, but power generators, point defence and radar systems.
** It's also worth noting that for both TA and SC, these are purely technical, not balance, constraints---you could pump out hundreds of gigantic superunits (Krogoths, Monkeylords, etc.) rather than little tanks if you had the insane economic prowess required.
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== Strategy -- Turn Based ==
* ''[[
** In ''[[Tactics Ogre]]'' in that respect: the player can form parties of ten soldiers, the only limitation being that only two L-class soldiers (such as Golems and Octopi) are permitted.
* The ''[[Advance Wars]]'' series of turn based strategy games has an arbitrary cap on the number of units you can build (50), but it's high enough that it's very rare for anyone to actually reach it.
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** ''[[Tactics Ogre]]'' has perhaps one of the largest player parties outside of real time strategy games, at ''ten'' party members during battles. And when one includes any potential [[Guest Star Party Member|Guests]] adding to the roster, it can be even ''more''. This leads to one battle early in the game where you just disgustingly outmatch the enemy, since you not only have your ten party members, but Kachua, Vice, and Leonard...against just little old Nybbas, two [[Mook|Mooks]], and a couple undead that die easily.
** Its [[Gaiden Game]] ''Knight Of Lodis'' also has a cap that exceeds the maximum battle limit, but this is likely because not only is it a strategy RPG, but there are two parts in the game in which you have to split up and attack from two sides at once.
* In ''[[
* ''[[Hogs of War]]'' never lets you control more than five pigs at once, with some missions in single-player and most multi-player battles limiting you to less than that. Multi-player deathmatches are interesting, as thanks to respawning you'll always have the maximum number of pigs - no more, no less.
* ''[[
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== Web Comics ==
* The inversion of this trope is parodied in [http://www.nuklearpower.com/2008/06/10/episode-1003-not-up-to-code/ this] ''[[8-Bit Theater (Webcomic)|Eight Bit Theater]]'' strip.
* Like every other RPG trope, the webcomic ''[[
|