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the frequency mechanic is a great idea. QE/AD feels a bit backwards. i think a 'rest' option to quickly recharge while out of combat would improve the feel as well. balance is a little off, as damage seems to basically be the better version of stamina; but we all struggled with balancing it seems and this system errs on the side of fun over frustration.

Yeah, balancing is hard and needs time...which I did not really have, so it was more of an afterthought ;)
But nice idea with the resting, which actually is something RPGs quite often have.