I asked specifically if it were OK to discuss rules and game mechanics now that the demo kits were shipped. I was told it was OK, but was strongly urged to avoid spoilers from the demo scenario and event!
So, without any mention of the Demo scenario, I present to you my first impressions of Injury, Healing, and Death in the Old World! This was one of the first mechanics that really grabbed me.
There have been lots of people that were worried about the new system not being 'grim' enough (or was it gritty? I can never remember).
You are lightly injured until you accumulate wounds up to your wound threshold (10-15 is a typical wound threshold for beginning characters).
If you have a critical anywhere in your wounds, you are considered critically wounded. You can have a single wound and it could be a critical wound.
If you exceed your wound threshold you are KO'd and you gain an automatic crit.
If your number of crits exceed your Toughness - you are dead.
Grim indeed
Healing is pretty cool:
Rest and Recovery - Resting for a night you regain wounds equal to your Toughness. You may make a Resilience check to heal a single crit wound. You can be assisted by someone with the First Aid skill. This stacks with someone using the 'Medicine' skill on you. Two successes from these skill assists would allow you an additional fortune die (first aid) and an expertise die (medicine). It's harder to do first aid or apply medicine to yourself (extra difficulty die).
Long Term Care (which I'm guessing by the lethality that you guys should probably sign up for on your Warhammer Insurance Forms) - This is being tended by a doctor or priest in a hospital or church ward. Easier tests, more healing, more bonuses.
First Aid - Heals wounds. Maximum number is your Toughness rating. May also be used to allow you to temporarily ignore the effects of a critical wound (for one day). If you blow the roll (2 or more banes) you could injure the patient. It is possible to kill a severely injured player in this manner (snicker - by exceeding the wound threshold, triggering a crit, and exceeding the patients toughness in crits). First Aid can be used in combat (though only once per patient, per combat) and you can even specialize in 'Combat Surgery'.
Note: Specialization is a game reward mechanic and allows you to focus on a specific area of a more generic skill. Specialization allows you an additional fortune die when making related checks. For example, anyone could use first aid in combat (with the appropriate penalties), but someone with a specialization in 'Combat Surgery' (a First Aid listed specialization) would receive an extra Expertise die.
Medicine (think Surgeon) - Like First Aid, but can't be used in combat. It's also less likely to kill or injure the patient.
Healing Draughts, Poultices, Etc. - These provide a fixed dice pool and heal according to successes. You can't botch this roll unless you roll all blanks, in which case it heals nothing. Boons on this roll can heal crits. It's unreliable and relatively expensive (20s per - subject to availability). There are varying levels of quality. You can only drink one per day or you will get the Nurgle Squirts (ok, I made the squirts part up, but you can still only drink one per day).
Poor quality - 3 fortune dice
Normal quality - 4 fortune dice
Superior quality - 5 fortune dice
There is healing magic, particularly (and maybe exclusively) from priests of Shallya. I haven't read up on that yet.
I'm approaching this with a positive attitude and it's really paying off for me. I'm really liking this system.