So a character in my group is a Smuggler with Toughness 3 and got the unlucky result of ending a battle with 3 Critical Wounds, everyone of them with a Severity Rating of 3. That seems pretty common by the way, as a broken nose (ok, not exactly something light to heal) has a Severity Rating of 3...
Anyway, they stopped at a farm house for some time to tend their wounds, and there was an old lady there who knew something about healing plants. I let them roll for extended care with 2 fortune dices, and the Smuggler was rolling with Difficulty of 1, again for being taken care of.
Nevertheless, it sure seemed too difficult for him to heal any of the Critical Wounds he had.
So, I'm curious... Am I the only one who thinks Critical Wound healing should have some lighter way to be done? I know Warhammer is a very harsh scenario, and I actually love that. I was one to use half of healing efficiency for second edition... But I got a little worried about this.
I'm thinking about a House Rule in which, if a character rolls just one success short of healing a Critical Wound (thus making it a regular wound), it isn't healed, but it's Severity Rating goes down one point.