The obvious answer was staring us in
the face, but I did not want to follow the same path that other games
had and increase character hit points. This would eventually lead to
weapons with higher damage, and produce the need for more hit points,
and the cycle would spiral infinitely upward, producing longer and
longer battles as characters gained levels and hit points. There had
to be a solution! I began to consider one existing factor of the game
that we used for other purposes—Stamina points. Each character has
up to a maximum of 4 Stamina points available (depending on the
character's race and initial point investment). We'd been using
Stamina points for things like re-rolling one of the dice, allowing a
double-move (sprinting), using an especially powerful talent, and
even ignoring a wound penalty. It was up to the player to decide how
he wanted to use his Stamina points, and there was always that risk
that he might run out of Stamina points and need them during an
encounter. The solution was right there, though, and it was such a
small rule change that I barely had to alter the text in the book:
Stamina points could allow you to ignore your injuries.
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