jaj22 said:
Some probabilities:
3 stat and 2 challenge dice:
- Three or more successes: 0.0313
- Two or more successes: 0.1563
- One or more success: 0.3828
4 stat and 2 challenge dice:
- Three or more successes: 0.0938
- Two successes: 0.2695
- One success: 0.5117
Those were simple enough to calculate manually, but I wrote a program based on Sunatet's dice roller that can generate probabilities for any dice combination. Feel free to play around with it:
www.jaj22.org.uk/wfrp/diceprob.html
Thanks for that. I wasn't willing to put in the effort, but these results confirm my gut feeling. A character with 3 Toughness has about a 15% chance of of getting rid of a sev 2 crit so while possible, it isn't probable that it will be gone overnight. His odds of removing a sev 3 without some manner of assistance are practically nil. For a character with 4 Toughness, his odds improve, but a he's still only going to get rid of a sev 2 one out of four tries and has less than a 10% chance of removing a sev 3 on his first try.
I'll state again that it's not the individual crits that are a problem as much as the accumulation of them. Once a PC gets crits close to their Toughness, they will be courting death if they press on without stopping to heal their existing crits. Without a lot more experience playing the game, I'll stand by my assumption that the developers playtested this adequately and got the balance right and that making these harder still to get rid of will force more down time than I think will be fun.