Critical Encumbrance Failure: Difference between revisions

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* Ships in ''[[Space Rangers]]'' will slow down slightly as the holds are loaded, but just one excess unit of cargo will keep them from moving at all.
* Ships in ''[[Space Rangers]]'' will slow down slightly as the holds are loaded, but just one excess unit of cargo will keep them from moving at all.
* ''[[Hydlide]]'' was arguably the first console RPG series to have this starting with Hydlide 3 for the MSX and Famicom and its Genesis/Mega Drive remake, Super Hydlide.
* ''[[Hydlide]]'' was arguably the first console RPG series to have this starting with Hydlide 3 for the MSX and Famicom and its Genesis/Mega Drive remake, Super Hydlide.
* Most games based from ''[[Dungeons and Dragons]]'' ruleset, such as ''[[Baldur's Gate]]'', ''[[Icewind Dale]]'' and ''[[Planescape: Torment]]''. But not the pen-and-paper game itself, where an increasingly large load slows you down more and more, and even a load of up to 5 times your encumbrance limit can still be dragged.
* Most games based from ''[[Dungeons & Dragons]]'' ruleset, such as ''[[Baldur's Gate]]'', ''[[Icewind Dale]]'' and ''[[Planescape: Torment]]''. But not the pen-and-paper game itself, where an increasingly large load slows you down more and more, and even a load of up to 5 times your encumbrance limit can still be dragged.
** Not that it matters, seeing as encumbrance is one of the first rules that a DM is likely to ignore for the sake of a smooth game. No-one likes to have to micromanage the weight of every single coin the party picks up, especially with the prevalence of weightless extra-dimensional storage space.
** Not that it matters, seeing as encumbrance is one of the first rules that a DM is likely to ignore for the sake of a smooth game. No-one likes to have to micromanage the weight of every single coin the party picks up, especially with the prevalence of weightless extra-dimensional storage space.


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* ''[[Jagged Alliance|Jagged Alliance 2]]'' subverts this trope, by increasing the "fatigue" cost of actions proportionally to the character's total carried weight. Having 134% weight means losing 34% fatigue points more than normal. However, you don't get a bonus for carrying less than 100%...
* ''[[Jagged Alliance|Jagged Alliance 2]]'' subverts this trope, by increasing the "fatigue" cost of actions proportionally to the character's total carried weight. Having 134% weight means losing 34% fatigue points more than normal. However, you don't get a bonus for carrying less than 100%...
* ''[[X-COM]]'' and ''[[UFO Afterblank]]'' have something similar - soldiers who are overloaded suffer a Time Unit penalty. However, since [[Charles Atlas Superpower|encumbrance is a function of improvable physical strength]], eventually that penalty will go away.
* ''[[X-COM]]'' and ''[[UFO: After Blank]]'' have something similar - soldiers who are overloaded suffer a Time Unit penalty. However, since [[Charles Atlas Superpower|encumbrance is a function of improvable physical strength]], eventually that penalty will go away.
* In ''[[Makai Kingdom]]'', some equipment (such as heavy armor, large rocks and oversized weapons) reduce your movement. If it reaches 0, the unit can't move. Curiously, the reduction only takes place when you're carrying the item in an appropriate slot - carrying a boulder in your weapon slot doesn't weigh you down at all, while a merchant can carry five gatling guns with no hindrance as long as she keeps them in her equipment slots and not the weapon slot.
* In ''[[Makai Kingdom]]'', some equipment (such as heavy armor, large rocks and oversized weapons) reduce your movement. If it reaches 0, the unit can't move. Curiously, the reduction only takes place when you're carrying the item in an appropriate slot - carrying a boulder in your weapon slot doesn't weigh you down at all, while a merchant can carry five gatling guns with no hindrance as long as she keeps them in her equipment slots and not the weapon slot.
* ''7.62mm High Caliber'' averts this by providing a set limit that mercs can easily carry and gradually slowing their movement down the more they carry. However, the game's relatively realistic inventory system will generally prevent them from carrying so much that they're unable to move (trying to make them carry three rocket-propelled grenades and a backpack full of ammunition for their M60 will most certainly turn them into a slug, though). Wearing any backpack will also automatically restrict movement by preventing prone mercs from rolling side to side.
* ''7.62mm High Caliber'' averts this by providing a set limit that mercs can easily carry and gradually slowing their movement down the more they carry. However, the game's relatively realistic inventory system will generally prevent them from carrying so much that they're unable to move (trying to make them carry three rocket-propelled grenades and a backpack full of ammunition for their M60 will most certainly turn them into a slug, though). Wearing any backpack will also automatically restrict movement by preventing prone mercs from rolling side to side.
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{{reflist}}
{{reflist}}
[[Category:Acceptable Breaks From Reality]]
[[Category:Acceptable Breaks From Reality]]
[[Category:Critical Encumbrance Failure]]
[[Category:CRPG Tropes]]
[[Category:CRPG Tropes]]
[[Category:{{PAGENAME}}]]