toughness

By madpoet, in WFRP Rules Questions

If a player increase toughness after being created (using xp) his Wound Threshold is also going to increase?

as I see it: yes it will increase

as its stated as : 8/9/10 + Toughness

madpoet said:

If a player increase toughness after being created (using xp) his Wound Threshold is also going to increase?

No. That 8/9/10 + toughness is just starting wound threshold. To raise your wound threshold you much buy wounds through your career. Raising toughness after creation just raises your total soak, which is more important than a wound anyway.

But wounds you need to buy seperately after creation.

I agree with Gallows but I think FFG should answer officially to this question.

The core book states that the starting wound threshold equals 8/9/10 + toughness (p. 14). Nowhere does the advancement rules state that toughness adds another wound, but you can buy wounds as a seperate advancement.

Use common sense. If TOU is increased WOunds is increased, too.
But... it's your game...

"Oh look how tough I am, but ouch the maiden hit me with the carpet beater, im loosing consciousness.

No, Gallows is correct. To+ 8/9/10 is only your starting wounds. To increase your wounds after creation, you buy additional wounds. After creation, To and Wounds no longer have a direct link like you are suggesting Lautrer.

Lautrer said:

Use common sense. If TOU is increased WOunds is increased, too.
But... it's your game...

"Oh look how tough I am, but ouch the maiden hit me with the carpet beater, im loosing consciousness.

I also think Gallows is correct, but it could probably warrant clarification.

On a sidenote, I wouldn't use the sentence "it's your game" in the Rules forum, the rules forum is for clarifying RAW not for discussing house rules :)

"Toughness" is the WH equivalent of Endurance/Resiliance/etc. It doesn't have to link directly to Wounds. It may sound good, but a body could suck up plenty of damage but be felled by a cold, and vice versa. That's how I see the T increases don't raise Wds (that and how they set up advances in-game).

keltheos said:

"...but a body could suck up plenty of damage but be felled by a cold, and vice versa. ).

That's a good point. Convince-meter is at 59%... ;)

Increasing toughness also increases soak. So, it becomes harder to inflict the scratches, bruising etc that wounds measure.

So, a high toughness character with low wounds could take the blows from the carpet beater, strike a macho pose, and laugh a deep and resonant laugh. Hoping all along she hasn't got some other weapon hidden down her bodice - 'cos he knows he has a glass jaw, and one hard enough strike could put him out (high toughness/low wounds)....

In addition to everyone's arguments above, I would submit that it would seem to fit with the spirit of the rule-design mindset if there didn't have to be any action taken as far as recalculations after increasing a stat. i.e. this is not DnD where increasing Con means adjusting HP and possibly other things (I can't remember). It's WFRP3 where simplicity rules the day and spending a point for something means you're done and can move on with the campaign.

(Also I think the FAQ was just updated confirming this, haha).