Spinning off from the other threads on the disabled and what can be applied.
Being disabled myself and having worked with a number of disabled gamers now. Some thoughts.
Note that all of this is totally dependent on how flexible and/or lenient the setting, system, other players, and especially the DM are. But it can also help when dealing with a character thats become disabled during the course of adventuring.
One of the big things that a fantasy or Sci-fi/Cyberpunk setting and system can allow for is the exploration of various workaround to being disabled. This could be done right in chargen, or something a PC is working to create, find, or otherwise gain access to. And by workaround I mean things that lessen, or totally negate being disabled. These things exist in the real world and some have been around a long long time even. But in settings with access to fantastical methods all manner of new approaches could possibly exist. Some have been discussed in the other threads.
First off is the factor of the severity of the impairment and how much it impacts an adventuring lifestyle.
The simple fact is that without some sort of effective workaround certain impairments will make adventuring impossible. Easiest example is a straight-up blind person. Without some means to perceive their surroundings with some modicum of accuracy, its not going to work. While a character that has lost just one eye might be at a slight disadvantage with ranges and be better off with melee combat. A deaf person on the other hand will be easier to sneak up on. Obviously co-ordinating with others they cant see will be dicey. And are not going to hear certain auditory cues like footsteps, a monsters roar, a cry for help. While a person only 1/2 deaf will have no auditory "depth perception". They can hear the sound but figuring out WHERE the sound is coming from will be a hassle. And a person missing a limb is going to be restricted in types of weapons can use if say missing an arm or even just a hand.
Now comes the workaround factor.
Workarounds have been around for probably as long as theres been tool use. Possibly even before that as will detail next. Workarounds as noted are things that lessen the impact of being disabled in some way. These too have some variance in effectiveness.
The most basic are natural enhancements of one or more other senses to make up a little for the loss of one. From discussion and experience talking with others theres no set pattern or surety that you will ever get any compensation sense. Or even that what you get will be actually useful. It also depends on the level of the enhancement. Some Ive seen or discussed with others are things like enhances sense of smell, sense of touch, sensitivity to vibrations, sharper hearing, etc. Then theres just how well a person can make use of that.
But the main type of workaround are tools of some sort. Everything from hook hands, peg legs, utility stump caps, wheelchairs, even crutches can lessen the impact of some disabilities. And once you get into the fantastical tools the types of problems and level of counteracting it can expand quite a bit.
Starting off with our old friend the wheelchair. This is just not normally workable in say a fantasy adventuring/dungeoneering setting without some effort. And about all of these do take effort and/or co-operation with other players and their characters to sometimes make this possible. So a bog standard rigid wheelchair is right out not going to work. But a folding one can. Meet an obstacle? Someone carries the character and someone else carries the wheelchair on their pack/back, etc. Working together to make this work.
But fantastical conveyances are often to be bought, created, or unearthed. In D&D things like Animate Object or a tailor made golem can work better. Creating a more mobile and agile conveyance. Theres also the animate dead idea presented in another thread and even things like a broom of flying or flying carpet as the conveyance. Much the same in a technological setting. Depending on what might be allowed to a character that could include things like magical legs or a prosthetic that is a plant grown and fitted to or in the character. Some of these can totally negate a disability. A good example in D&D are the various eye items that allow recovery of sight. Cybernetics can do the same things. This can also include things like a full suit that restores movement, or a helment that restores sight or hearing.
But one trick that rarely seems to get used is the concept of the "waldo" or remote body. Instead of the character going out themselves they instead adventure through some construct or even an animal/monster they control with their will or actually inhabit fully with their mind.
Thats just some basic ideas that might, or more likely, might not, prove of use to someone.