Me and my group have played 8 sessions now and one thing that has really been bumming me out is the minimal impact that criticals have on fights against "no-name" enemies.
In my opinion criticals work fine against henchmen and big baddies (the "boss monsters" that are supposed to be tough as nails) but they have little impact on nameless enemies that aren't henchmen. I'd like critical results to have more impact on the nameless enemies (Gor beastmen, Orcs etc.) that aren't henchmen and not big baddies. I'll give you an example on how it can be in-game when this problem comes up:
Trent the Gambler is fighting for his life against a Gor beastman. His low strength (Str 2) means he is having a tough time hitting the enemy and when he does he is only causing minimal damage. When he finally manages to roll a Sigmar's Comet result on the Expertise die (which he bought as a non-career advancement) on his Weapon Skill roll he shouts out: "Hahah! The fight has turned on you spawn of Chaos!". The GM then draws the 2 wounds he has managed to inflict and flips one over to reveal the critical wound "Minor Nuisance - Add a misfortune die to Fellowship checks", a wound that does nothing in this combat encounter. On the next round of combat Thyrus the Mercenary comes swinging his Halberd against the beastman and slays him without any criticals, just his high strength and great weapon damage. Now poor Trent is feeling useless since his expensively bought expertise die hardly does anything since it takes alot of criticals to kill an average opponent.
This is where my house rule suggestion comes in to make criticals against "no-name" enemies more effective:
Whenever an attack against a non-henchman "no-name" enemy causes a critical, roll one misfortune die. If that die shows a bane result that enemy instantly dies. If the enemy doesn't die instantly he gains the critical result as normal. Multiple critical results means you roll multiple misfortune dice.
I haven't playtested this yet but I think this gives atleast a small chance (1/6 per critical result) to kill an enemy even for low strength PC:s. This makes critical results worthwhile and not just a speed-bump against enemies that most often die from normal wounds long before they acquire enough criticals to actually die from them.
Please tell me what you think about this.