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* Averted in games based on the UsefulNotes/{{FATE}} system, like ''TabletopGame/TheDresdenFiles'' and ''TabletopGame/SpiritOfTheCentury''. Characters can absorb a limited amount of Stress per scene without consequence, representing their physical, mental, and/or social resilience. Beyond that, damage turns into Consequences of increasing severity (anything from "Winded" to "Severed Leg"), which don't go away without treatment, have lasting effects (life-long ones, at worst), and can be exploited by opponents to further hamper them.

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* Averted in games based on the UsefulNotes/{{FATE}} system, like ''TabletopGame/TheDresdenFiles'' and ''TabletopGame/SpiritOfTheCentury''. Characters can absorb a limited amount of Stress [[AfterCombatRecovery per scene without consequence, scene]], representing their physical, mental, and/or social resilience. Beyond that, damage turns into Consequences of increasing severity (anything from "Winded" to "Severed Leg"), which don't go away without treatment, have lasting effects (life-long ones, at worst), and can be exploited by opponents to further hamper them.them further.

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