It struck me as a little odd that as the vanilla DH critical damage rules work (don't know if the erratas address this yet) you can almost hack someone's arm off and then tap them lightly on the head and their head explodes. This strikes me as a mite stupid, as the critical damage effects are all location specific, whereas the critical total isn't. Is it therefore a good idea to have location-specific totals for determining critical damage to ensure that you have to actually land a hard blow on the head to knock someone's head off, rather than a hard blow somewhere else and then a light one to the head?
Also, in another thread that I now can't find, there was complaining about the "hit points" system of wound damage. One of the most innovative solutions I've seen to this is the WoD system, where each level of damage incurs a penalty to actions, with particularly tough creatures having multiple numbers of levels with a relatively low dice penalty. I'm aware this won't translate exactly into DH, but to simulate it could it work that for each time a character's toughness bonus is exceeded they take an additional level of fatigue? So a character with a toughness bonus of 3 would take a level of fatigue after 3 wound damage, two levels after 6, three after 9 and so on.
Do either of these ideas work?