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* In ''[[TroublesOfMiddleEarth ToME]]'' it is possible to kill friendly quest-relevant {{NPC}}s with ranged attacks although you always "stop yourself" if you try to hit them in melee. The NPC will always resurrect immediately with no harm done. Rescuing a princess from monsters with blasts of area magic that kills the princess herself several times over is therefore a perfectly valid tactic. However, if you manage to get an NPC buried in rock with an earthquake, they are gone for good... until you leave the level and return.
** Also, [=NPCs=] are not affected by traps, neither are you by your own traps (which affect monsters, of course).


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* In ''[[VideoGame/TroublesOfMiddleEarth ToME]]'' it is possible to kill friendly quest-relevant {{NPC}}s with ranged attacks although you always "stop yourself" if you try to hit them in melee. The NPC will always resurrect immediately with no harm done. Rescuing a princess from monsters with blasts of area magic that kills the princess herself several times over is therefore a perfectly valid tactic. However, if you manage to get an NPC buried in rock with an earthquake, they are gone for good... until you leave the level and return.
** Also, [=NPCs=] are not affected by traps, neither are you by your own traps (which affect monsters, of course).

Added: 2002

Changed: 1986

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[[folder:Beat Em Ups]]

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[[folder:Beat Em Ups]]Up]]



* In the ''VideoGame/{{Fallout}}'' games there's always a chance of the member of one party hitting the member of his own party or another party in crossfire, posing a further chance that the parties will in-fight, or previously neutral parties will join in with the bloodshed because a stray bullet hit them. As every ''VideoGame/{{Fallout 1}}'' player knows, you do not stand in front of Ian whilst in combat.
** Sulik took up Ian's baton with relish in Fallout 2, proving capable of hitting you with an SMG burst even if you were standing behind him. Just give him a Super Sledge and save yourself the facepalming.
** In ''VideoGame/{{Fallout 3}}'' you can get sneak attack criticals on your allies if they're distracted by an enemy, and also hit them in VATS (which you cannot cancel once initiated) when targeting enemies. Especially troublesome with Dogmeat, who frequently jumps up to head level to attack. This isn't helped by the game's [[HitboxDissonance interesting hitboxes]].
** One quest in ''VideoGame/{{Fallout 2}}'' - protecting Grisham's brahmin cattle - stands out in terms of messed-up faction scripting. The wild dogs will intially ignore you and go for the cattle, but if a dog takes damage from your team they attack you instead. If you accidently hit a brahmin, the herd won't turn hostile as you'd expect... but your companions will decide that the herd is on the hostiles list and start decimating it, even ignoring the dogs to do so. Since you receive less pay for each lost brahmin, you'll reload the game a lot. That, or leave your party behind for a while.

to:

* In the ''VideoGame/{{Fallout}}'' games there's always a chance of the member of one party hitting the member of his own party or another party in crossfire, posing a further chance that the parties will in-fight, or previously neutral parties will join in with the bloodshed because a stray bullet hit them. As every ''VideoGame/{{Fallout 1}}'' player knows, you do not stand in front of Ian whilst in combat.
''VideoGame/ArcanumOfSteamworksAndMagickObscura'':
** Sulik took up Ian's baton with relish in Fallout 2, proving While actual bullets ''do'' seem capable of hitting bypassing allies, arrows and explosives do not. At best, your hurt allies will scold you; at worst, their reaction towards you with an SMG burst even if you were standing behind him. Just give him a Super Sledge will drop, to the point they can disband and save yourself the facepalming.
** In ''VideoGame/{{Fallout 3}}'' you can get sneak
attack criticals on you. Neutral [=NPCs=] will also turn hostile if hit, and your allies if party will fight them as a result.
** [=NPCs=] will fight based on the internal "factions"
they're distracted by an enemy, and also hit them set to, regardless of the target, which can lead to strange behaviors such as two wolves in VATS (which the alley leading from the crash site fighting each other, or a love light in the Ashbury graveyard getting mad at you cannot cancel once initiated) when targeting enemies. Especially troublesome with Dogmeat, who frequently jumps up to head level to attack. This isn't helped by for killing the game's [[HitboxDissonance interesting hitboxes]].
** One quest in ''VideoGame/{{Fallout 2}}'' - protecting Grisham's brahmin cattle - stands out in terms of messed-up faction scripting. The wild dogs
local zombies.
* In ''VideoGame/BlueDragon'', certain scenarios
will intially ignore you and go for spark a "Monster Fight" that makes some of the cattle, but if a dog takes damage from your team they attack you instead. If you accidently hit a brahmin, toughest monsters in the herd area terribly weakened-- often by another tough one, who won't turn hostile as you'd expect... but your companions will decide that the herd is on the hostiles list and start decimating it, even ignoring the dogs to do so. Since you receive less pay for each lost brahmin, you'll reload the game a lot. That, or leave attack your party behind for a while.until it's dealt with the target of its envy/hatred.



* In the ''VideoGame/{{Fallout}}'' games there's always a chance of the member of one party hitting the member of his own party or another party in crossfire, posing a further chance that the parties will in-fight, or previously neutral parties will join in with the bloodshed because a stray bullet hit them. As every ''VideoGame/{{Fallout 1}}'' player knows, you do not stand in front of Ian whilst in combat.
** Sulik took up Ian's baton with relish in Fallout 2, proving capable of hitting you with an SMG burst even if you were standing behind him. Just give him a Super Sledge and save yourself the facepalming.
** In ''VideoGame/{{Fallout 3}}'' you can get sneak attack criticals on your allies if they're distracted by an enemy, and also hit them in VATS (which you cannot cancel once initiated) when targeting enemies. Especially troublesome with Dogmeat, who frequently jumps up to head level to attack. This isn't helped by the game's [[HitboxDissonance interesting hitboxes]].
** One quest in ''VideoGame/{{Fallout 2}}'' - protecting Grisham's brahmin cattle - stands out in terms of messed-up faction scripting. The wild dogs will intially ignore you and go for the cattle, but if a dog takes damage from your team they attack you instead. If you accidently hit a brahmin, the herd won't turn hostile as you'd expect... but your companions will decide that the herd is on the hostiles list and start decimating it, even ignoring the dogs to do so. Since you receive less pay for each lost brahmin, you'll reload the game a lot. That, or leave your party behind for a while.
* In the ''VideoGame/GodEater'' series, God Eaters' melee attacks can't hurt their allies. Their ranged attacks will cause allies to be briefly staggered, but won't actually damage their health.
* In the 3D ''VideoGame/MightAndMagic'' games, different types of enemies would often fight with each other in the overworld and in dungeons, often to the point of completely ignoring your party unless you first provoke them.



* In ''VideoGame/BlueDragon'', certain scenarios will spark a "Monster Fight" that makes some of the toughest monsters in the area terribly weakened-- often by another tough one, who won't attack your party until it's dealt with the target of its envy/hatred.
* In the 3D ''VideoGame/MightAndMagic'' games, different types of enemies would often fight with each other in the overworld and in dungeons, often to the point of completely ignoring your party unless you first provoke them.
* ''VideoGame/ArcanumOfSteamworksAndMagickObscura'':
** While actual bullets ''do'' seem capable of bypassing allies, arrows and explosives do not. At best, your hurt allies will scold you; at worst, their reaction towards you will drop, to the point they can disband and attack you. Neutral [=NPCs=] will also turn hostile if hit, and your party will fight them as a result.
** [=NPCs=] will fight based on the internal "factions" they're set to, regardless of the target, which can lead to strange behaviors such as two wolves in the alley leading from the crash site fighting each other, or a love light in the Ashbury graveyard getting mad at you for killing the local zombies.
* In the ''VideoGame/GodEater'' series, God Eaters' melee attacks can't hurt their allies. Their ranged attacks will cause allies to be briefly staggered, but won't actually damage their health.

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