Has anyone revised healing rules?

By stanmons, in WFRP House Rules

I've felt healing and medical care in WHFRP3 does not follow the general game rules logic in terms of tests and success and boons. This is the single rule I cannot memorize fully and always have to look up was it resistance check boons or successes that affected wounds or critical wounds and what is medicine skill rolled against etc.

Any ideas of simplifing this without breaking the balance or importance of skills and charasteristics?

Character is wounded.

Make a first aid check. 2 purple if critically wounded, 1 if not.

Add black if not in a hospital or long term care facility.

One success gives 1 bonus white.

Three successes give 2 bonus white.

2 boons give another bonus white.

Comet gives 1 white.

These white are then added to the recovery check. A player can either heal one critical or wounds. They heal wounds 1 per success (up to their ranks in endure). When healing Criticals, they convert the critical to a wound if enough successes are rolled. Each boon removes 1 normal wound (only on criticals up to their ranks in endure).

Characters also do not get their automatic heal back x # of wounds equal to their toughness. This balances and streamlines the mechanic, I feel and gives more flavor to the roll and emphasis on first aid. Also adds emphasis to care facilities where you do actually heal a number of wounds equal to Toughness, as it is a hospital after all. There is a sub-rule for medicine, but I don't remember it off the top of my head. Successful medicine checks if I do remember from our modification give yellow to the check. If you're at all interested in this jigsaw, let me know and I'll look it up.

Dice awarded by Healing potions simply add directly to the recovery check.

That's about it.

Oh, healing in a car