With damage and recovery worked out, I feel there's enough new ground laid to take a look at Dreams. Dreams are, in the definition of the game, a way to keep the character going. He can persevere because he still has something to live for.
Well, the old rules lost sight of that, sort of. They could certainly boost your damage capacity by adding Hope dice to your pool, but they were semi-action oriented in the same breath. With the new 10 die maximum mandate, adding dice is no longer an option, so we need some other way of representing hopes.
John, for whom this game is written, gave a fantastic idea: Dreams, when either being defended or endangered, act as trainings for recovery checks, meaning that dice up to the invoked Dream can recover on a 4 instead of a 5. That's some awesome stuff right there. It's simple. It's thematic. It uses the existing rules. We're going with that.
I'm going to throw in one additional bonus for defeding your Dreams: you can recover for free as long as your Dreams are directly in peril. So if your wife is being attacked by crazy cultists, and you're fighting them off her, you can recover for free every single exchange with no need to set aside a success from your pool to activate the ability.