Once more unto the breach... Here is an addendum / adjustment to my previous post on Conflicts & Story points - more precisely, it is an alternative to the part called "Raising the Stakes", regarding the use of Story points during competitive conflicts.
The main idea behind this modification is to avoid to-and-fro expenses of Story points between the original loser and the original winner of a competitive conflict - a situation which may actually lessen dramatic tension instead of boosting it. So here is a new variant (which really works better in play) :
In a competitive conflict, if the loser has spent Story points to alter the result in his favor, the original winner may decide to shift the scales back in his favour by spending a single Story point (but no more) - and that's it. No further expenditure is allowed beyond this point.
In a reactive conflict, things remain as defined in the original article.
In other words, after any conflict roll (competitive or reactive), each character can only spend Story points once to alter the outcome of the roll; in addition, in a reactive conflict, the defender always has the last word (i.e. if he was the first to spend his Story points because he lost the original conflict, then the attacker cannot spend any point to shift things back in his favour).