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mfbrandi's avatar

What is health besides a resource that can be converted into stamina (and something which must be kept ≥ 1)? I am imagining the stamina–health split as a little bit like — but not a lot like — RuneQuest’s magic points–power split. Easier to restore stamina than increase health?

Bloom acts as a resource cap, right? As an object of comparison — it is just a little Wittgensteinian exercise, not a recommendation! — we could imagine a system in which it was instead a cap on the bonus that could be added to a challenge roll: rather than limiting resources, bloom would throttle the spending of them. If you wanted to have more than + 1 on a roll (i.e. to perform better than someone with skill or equipment), you would have to “let the forest in.” All tracker dice states — up to 666 — would be possible, and health could be spent directly. It would NOT play the same, of course.

Multiplayer fantasy settings: MUs would drain others’ precious health to top up their easy come, easy go stamina, surely. But I more often than not have hold of the wrong end of the stick. ;)

I am looking forward to the finished Epsilon.

Exeunt Press's avatar

Thanks!

Yes, Health is a resource that can be converted into Stamina. The difference is that Health is quite hard to recover (if at all), where Stamina naturally restores pretty frequently in the game without much effort.