Short Version: Have you ever let your PC's use a simple resilience check after combat to regain strain instead of a simple cool/discipline? Is it balanced? Should I let my PCs?
Long Version:
Upsides to allowing:
1. Further utility for resilience. Some might consider it a somewhat limited skill (though this is mostly on the GM to determine how much it comes up).
2. Thematically an argument could probably be made in some instances.
3. Simple to implement.
Downsides/Possible issues:
1. Allows the same skill to mitigate on the front end and heal on the back end. Basically allows them a second attempt to resist that stun damage they sustained from the failure on the first check.
2. You can already choose between two Attribute/Skill choices to heal strain. Adding a third seems too many, as everyone is bound to have 1 of the 3. (Maybe remove cool? leaving 1 mental and 1 physical? ie Allow Discipline and Resilience.)
3. Further de-incentivize “Big/Strong” Character from investing in “Mental” Attributes or skills. Essentially removes one of their downsides.
4. Separately keeping track of strain dealt by physical vs that done by mental would be a huge burden to the GM and/or player so it is not feasible to track for limiting resilience to heal only “physical” strain. Strain would still have to remain a single pool.
Any suggestions you can provide on either A.) how to better describe Strain to my Players to justify keeping RAW, or B) how allowing resilience to heal strain would or would not be balanced.
Much appreciated.