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Supereor: You know, issues that aren't really worth pointing out besides for laughs.

For example, shields that you can't actually use aside from stat increases, or weapon racks that you activate and drop 2 weapons when you see like, 5 on it.
"You are the Chosen One, you have the power to destroy worlds/bring balance to the thing in this game/save the princess..."

Stymied by a simple wooden door.

Every time.
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Nirth: Maybe you could search for a mod that translates it all to "X to Y" damage. While I prefer the regular X to Y damage (honestly though, X damage is even better) it wasn't that hard to learn. Just find a good guide before you start playing so you don't have to switch back and forth, interupting immersion.
It's not quite the same, though. A weapon that generates a random number between 2 and 12 is not the same as a weapon that simulates rolling 2d6. With a random number generator, every result should in theory be equally probable. Whereas if my sword rolls 2d6 damage, I know I'm going to be doing the average '7' damage more often than an exceptional '2' or '12', because there are more combinations that result in 7.

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amok: the guards that stand still and watch you getting slaughtered 2 feet away from you. Thank you city guards, nice to see you doing your job.
They want to help you, but you know, union regulations...
#1 gripe: first person perspectives in games that have it. Not limited to RPG's, I think there's about 4 games in all of history that I liked with a first person view.
My #2 gripe is with the games that just drop you in the world without any sort of direction or clue about about what to do or where to go. Maybe there's a backstory indicating the end goal of the quest (i.e. who the big boss is), but little to nothing on how to go about things in the immediate term. Mostly a problem in older western RPG's
#3 would probably be weight/encumbrance systems. Nothing like getting cut to 1/2 speed because you picked up a potion.

That's the main stuff. And I guess not really what the OP was going for, but there's plenty of silly idiosyncrasies littered across the RPG landscape.
Always fighting rats and insects (giant or not).
Fake choices, whether the ones where it repeats the question until you answer correctly or the ones where the outcome is the same regardless of your choice.
Having the power to kill the mightiest of beasts, but unable to kick down a door.
Low on HP? Go to an Inn! A single night's rest heals all wounds.
Your heroes are not subject to normal biological processes. They never need to bathe, use a toilet, or eat. Not that I want to see these in-game, but it's still kinda silly.
The dirty orc or nasty slime monster drops a piece of meat! Wait, you're not really gonna eat that are you?
You meet an old bearded cleric, wrinkles decorating his weathered face. Wise beyond his many years, he has been dutifully participating in his order of religious practitioners and healers since your own grandfather was a toddler.

He joins your party...

...and he's level 1 and only knows a heal spell that has a 60% chance of failing.
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Nobake: They never need to bathe, use a toilet, or eat.
...
The dirty orc or nasty slime monster drops a piece of meat! Wait, you're not really gonna eat that are you?
I think eating whatever any filthy creature drops goes hand in hand with the lacking hygiene.
I hate inventory limits.

After carrying 10 swords, 99999 coins and enough potions to fill a truck you suddenly have to go back to town in order to dump all the crap instead of continuing with your quest. Sooo realistic it's dumb.
I remember playing Lands of Lore 1 and being surprised when an NPC left my party and took all the stuff he was carrying or equipped. I had to reload and play again, then remove all the weapons and equipment from that character before going into the cutscene where he departs. That was just evil. :p

I'm guessing most RPGs give you the opportunity to keep everything from a departing NPC.
Post edited December 15, 2013 by mondo84
Not being able to fully loot off dead stuff; like if they have a high level weapon or nice clothes and you can't take it uggh
I just thought of another one from The Elderscrolls and Fallout...

"You cannot pick this lock, you need a key..."

Wait what?

Or you shoot and kill an enemy with 2 arrows... you only get 1 back... wha?
Post edited December 15, 2013 by the_atm
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Nobake: They never need to bathe, use a toilet, or eat.
...
The dirty orc or nasty slime monster drops a piece of meat! Wait, you're not really gonna eat that are you?
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F4LL0UT: I think eating whatever any filthy creature drops goes hand in hand with the lacking hygiene.
Or whatever magic power keeps them from getting dirty also makes them immune to food poisoning.

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mondo84: I'm guessing most RPGs give you the opportunity to keep everything from a departing NPC.
It's really hit or miss actually. Some do, many don't.
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Nobake: #1 gripe: first person perspectives in games that have it. Not limited to RPG's, I think there's about 4 games in all of history that I liked with a first person view.
My #2 gripe is with the games that just drop you in the world without any sort of direction or clue about about what to do or where to go. Maybe there's a backstory indicating the end goal of the quest (i.e. who the big boss is), but little to nothing on how to go about things in the immediate term. Mostly a problem in older western RPG's
#3 would probably be weight/encumbrance systems. Nothing like getting cut to 1/2 speed because you picked up a potion.

That's the main stuff. And I guess not really what the OP was going for, but there's plenty of silly idiosyncrasies littered across the RPG landscape.
Always fighting rats and insects (giant or not).
Fake choices, whether the ones where it repeats the question until you answer correctly or the ones where the outcome is the same regardless of your choice.
Having the power to kill the mightiest of beasts, but unable to kick down a door.
Low on HP? Go to an Inn! A single night's rest heals all wounds.
Your heroes are not subject to normal biological processes. They never need to bathe, use a toilet, or eat. Not that I want to see these in-game, but it's still kinda silly.
The dirty orc or nasty slime monster drops a piece of meat! Wait, you're not really gonna eat that are you?
If you want biological processes, play Realms of Arkania without investing in winter clothes :D
So here's one that's been troubling me for a while. Has it occurred to anyone else that adventurers are basically a form of vampire? Think about it. You suck the life out of every animate entity you meet, from the lowliest rat to the most ancient dragon, and add their strength to your own. This necromantic process slowly transforms you into a god-like ravager of worlds, but at the cost of denuding the planet of all life forms larger than a gnat. And that's not even getting into the ecological implications of exterminating all the top predators in an ancient ecosystem...

And then what do you do with your vampiric strength? You use it to pump wealth out of holes in the ground, artificially inflating the global economy. But those dungeon treasures aren't going to last forever, and once the world crosses "peak spoil", the bubble's going to burst...

Now that I think about it, adventurers are less like vampires and more like British Petroleum.
Related to the whole 'can't open a wooden door because its locked' think, when you enter a dungeon and off to one side is a door that leads RIGHT to where you want to go, but oh no you have to take the long way round! Secret passage openable from only one side, fine, blatent wooden door that I can't smash and skip the danger, not fine. RPGs are full of cliches though, not even just in the story but within the designs,
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mondo84: I remember playing Lands of Lore 1 and being surprised when an NPC left my party and took all the stuff he was carrying or equipped. I had to reload and play again, then remove all the weapons and equipment from that character before going into the cutscene where he departs. That was just evil. :p
Lol, reminds me of Vampire: Redemption where the only items that will follow you into modern times are those that you have either in your inventory or locked away in your chest. So what I always do before the cutscene that fast-forwards to 1999 is giving the weapons of all other party members to the hero, this way I start in the modern days with a whole bunch of awesome weapons for my future party members (and yes, a magical sword or axe is better than whatever ridiculous stick or glove you may find at a pawn shop). And yes, each time I forget to do so and have to reload my last saved game from before the cutscene.

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mondo84: I'm guessing most RPGs give you the opportunity to keep everything from a departing NPC.
Probably. I'm still crapping my pants whenever a party member inevitably has to die or leave because of the plot. Oddly enough Vampire that I mentioned before is nice enough to save the items of departing/dying party members at all other times except the one I described.
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F4LL0UT: Lol, reminds me of Vampire: Redemption where the only items that will follow you into modern times are those that you have either in your inventory or locked away in your chest. So what I always do before the cutscene that fast-forwards to 1999 is giving the weapons of all other party members to the hero, this way I start in the modern days with a whole bunch of awesome weapons for my future party members (and yes, a magical sword or axe is better than whatever ridiculous stick or glove you may find at a pawn shop). And yes, each time I forget to do so and have to reload my last saved game from before the cutscene.

Probably. I'm still crapping my pants whenever a party member inevitably has to die or leave because of the plot. Oddly enough Vampire that I mentioned before is nice enough to save the items of departing/dying party members at all other times except the one I described.
Heh yea that sounds a bit frustrating, too.

And I should correct myself - in LoL 1 you have a couple characters join and leave your party along the way, but it's probably wrong of me to call them NPCs because while they're in your party you control them as you do your main character. I'm not sure what the proper term would be, though, or if there is one.