Peacekeeper_b said:
Again it scaleing that is the issue.
The core mechanics work faily well (see WFRP 2E and even 1E). But the basic mechanics are based on the following givens.
1) No attack did more then 1D10 of damage (save weapons with the Impact trait, whcih did 2D10, choose best roll)
2) AP was maxed at 5. Period. End of story. There was no AP 6 or 7 or 10.
3) There is no Unnatural Trait rule, the closest is Daemonic Aura which simply adds +2TB.
4) Righteous Fury (Ulric's Fury) added only 1D10 additional damage.
5) Critical wounds did not add up. They were recalculated every time you were injured after reaching 0 wounds.
4 of these 5 givens were replaced in Dark Heresy. The 5th one replaced in RT and DW. Given the current state of the games (roughly 15 books currently out) the easiest of these givens to reinstate or modify would be number 4.
5 could easily be adjusted to allowing the damaged individual to sustain up to TB in critical damage before dying, with a max set at 10 (or maybe even higher). Sure you lose all the cool effects from crits, but hey, you win sme you lose some.
I dont like the notion of wounds being some mystical damage calculator that represents dodging and avoid real wounds, but more as a measurement of strain, bruising, scratches, minor wounds and minor bleeding. And I think once you reach 0 wounds, regardless, you should be a +1 level of fatigue.
But its a lot of work to rewrite the entire system, and much easier to just say "Bolters do 2D10+2 PEN 5 damage."
I'd like to make a couple of remarks myself:
1) 40K Roleplay isn't designed to be a realistic or to satisfy the simulationist's viewpoint. That's not bad game design, btw, but a design choice which one either likes or does not like.
2) Wound Points are not just for heroes but also for the lowliest of NPCs. So instead they are just an abstract metric of how severely wounded a person is. Abstractions are a game design tool in order to unburden the game from more detailled but more time- and effort-consuming mechanics.
3) Critical Hit Points. Since I was only recently made aware that 40K Roleplay does use a different rule than WFRP, I consider using the WFRP rule. It might make people harder to kill but actually the high damages in DW make it possible to overcome armour Unnatural Toughness and True Grit and deal enough damage points to kill. Two considerations to mitigate this are this: A. Allow every NPC to roll for Righteous Fury (Not using the DW version though). B. Allow Critical Damage Points to accumulate in the torso only. All other locations are subject to the old WFRP rule. The goal is to have the mechanic so designed that you can have a large spread in criticals (many crits should be low to medium but a severe crit to an instant kill should happen even against Marines if they get hit too often or by the wrong guys).
Alex

