I'm noodling on a system to let actions have synergy, and to give players just enough actions they can take on or off their turn (similar to Draw Steel but maybe scaled back to 3?) to keep them engaged throughout the combat.
Hey, same hat. I think that tying a lot of things to Hope / Stress puts some bounds on Reaction type stuff.
Fatigued, Sickened, Frightened, and something like "Shaken" or "Rattled" feels like a good start.
Vuln does a good job standing in for a wide variety of "you're easy to hurt," I think there's a couple of adversaries that inflict similar conditions to Frightened? Something that's "is harder for you to attack" isn't bad.
Toying around with expanding Taunted / Goaded / Marked (well not that since the word has other uses in DH but the classic 4eism), Weakened (half damage), Dazed (mark a stress before making action rolls? or, do 1 thing on your spotlight / no reactions), Slowed (move Very Close without making a roll).
I think never fully disabling is a good design ethos generally, so messing with the edge of that.
4 damage types up from 2? I think that just Magic is a little simplistic but neither do I want a proliferation; testing out an adversary feature of Armored / Warded (X) as a countdown during which the adversary can only mark Minor damage. So you always chip away, but it avoids "oops they alpha'd for Severe 3x" without doing the math of Resistance much! Plus now you can have weapons that Pierce or abilities that burn Wards...
Anyway, I'm having fun for now.

