Wounds, Toughness, Heavily Injured - How to solve it?

By Magos Seqvirin, in Dark Heresy Rules Questions

Greetings everyone!

Unfortunately, I was unable to find any topic regarding my question, so I guess I have to make a separate topic for it and hope I'll get some replies. :)

Oh, right, the question, or perhaps the problem. Our group is starting to get Ascended (most of us already have, actually), and during a fight (Sister of Battle vs Ogryn), an interesting question came up. Our Adepta Sororitas has put a lot of XP into getting her Wounds rather high (19), while her Toughness remained 40. During the fight, the Sororitas has gotten quite a hit and her Wounds went down to 10, thus marking her as Heavily Injured (Wounds < TB*2), which got us wondering.

Theoretically, you can get characters into rather high Wounds, while your Toughness (and thus TB*2) remains rather small. This can cause the character to become Heavily Injured even though he has still more than half of his Wounds. Example: Character with 25 Wounds, and 4 Toughness, takes 8 damage, down to 17 Wounds and he's already Heavily Injured.

After some rather puzzled looks, we considered going the opposite direction. Whenever your Wounds go below TB*2, you are heavily injured. Example: A character with 25 Wounds and 4 Toughness needs to go down to 8 or less Wounds to be Heavily Injured. This would indeed solve the problem of getting Heavily Injured "prematurely", but this would punish characters who are the opposite of this. For example, my Tech-Priest has Wounds: 13, TB: 5, thus going below 10 Wounds would make him Heavily Injured according to this possible "house-rule", as opposed to right now, where he needs to go 3 Wounds or less for Heavily Injured.

I don't know if anyone came across this problem before, but do you guys have any idea how to fix this discrepancy?

Thanks!

Seqvirin

After some rather puzzled looks, we considered going the opposite direction. Whenever your Wounds go below TB*2, you are heavily injured. Example: A character with 25 Wounds and 4 Toughness needs to go down to 8 or less Wounds to be Heavily Injured. This would indeed solve the problem of getting Heavily Injured "prematurely", but this would punish characters who are the opposite of this. For example, my Tech-Priest has Wounds: 13, TB: 5, thus going below 10 Wounds would make him Heavily Injured according to this possible "house-rule", as opposed to right now, where he needs to go 3 Wounds or less for Heavily Injured.

You noticed the flaw yourself: You become Heavily Injured more easily the more toughness you have. Um... sense?

I'd just leave it as it is - people with less toughness just don't heal quite as easily (and even they can get one of two "always lightly injured" talents).

Well, your house rule is not the best solution in my opinion as it penalizes having high T (ie. the higher the T (by constant W) the faster you become heavily wounded). On the other hand the RAW does not realy penalizes having high W (or T for that matter), it is just that you become heavily wounded at the very same moment as with lower W (ie. the higher the W (by contant T) does not change the threshold for becoming heavily wounded, but still gives you the benefit of staying longer on your legs and not suffering from criticals). Fine as it is in my opinion. gui%C3%B1o.gif

Well, it's not a house rule for several reasons, one of them being is that I'm not the GM :) , but I think that a character with lots of Wounds should not go into Heavily Injured that easily. Say, a character with the previously mentioned traits (W: 25, TB: 4) gets into a fight, loses 8 Wounds and is now considered Heavily Injured. At this point, even though he still has over half his Wounds and is not frail in body (at least I think 40+ Toughness is not that bad), but since he's now considered Heavily Injured, you can no longer heal him as if he was Lightly Injured, even though the character probably still looks quite fit.

Of course, another solution to my seemingly self-made problem would be to introduce a percentage based way to measure how injured a character is. Say, if the character goes below 25% of his total Wounds, then he'd get Heavily Injured. That would untie the whole problem from Toughness and TB, allowing for the two to work independently.

My group only recently discovered this rule. Up until now we've played how it is in medieval Warhammer - heavily wounded is 3 wounds or below. Especially since our group doesn't have a psyker and thus no access to healing, getting wounded in the middle of a battle-heavy adventure really sucks. We've also house ruled that there exists "blood plasma" which functions the same as the healing poultice from Warhammer, i.e. heavily wounded is treated as lightly wounded.

Isn't the easiest solution to use the TB as a percentage?

For example, someone with a TB of 4, becomes heavily wounded after sufferen 40% of his wounds in damage.

So someone with 15 wounds and TB 4 would be heavily wounded after suffering 6 wounds. If he had had TB 6, it would have been after 9 wounds. Someone with 25 wounds and TB 4 would be heavily wounded after suffering 10 wounds, and with TB 6, it would be after 15 wounds.

Seems to me that solves both your problems. Higher number of wounds means that it takes longer for someone to become heavily wounded, and higher TB also increases the amount of damage a character can suffer before being heavily wounded.