Houserule: toughness increase adding wounds
Call me a traditionalist, but I think thats what Sound Constitution is for. And increasing toughness already represents you getting tougher by giving you better damage soak and being better at toughness tests.
Nerdynick said:
Call me a traditionalist, but I think thats what Sound Constitution is for. And increasing toughness already represents you getting tougher by giving you better damage soak and being better at toughness tests.
+1. If your house rule works for you great, personally I think it's adding an extra layer of icing to a pretty sweet deal, and then you're just asking for a tooth ache.
I've been doing the same, even with Orks and Kroot (what with the bonus to toughness and the toughness multiplyer). since the players mostly obliterate stuff with their high penetration weapons and the super high stakes of life or death with each shot, I don't mind giving them just a BIT more cushion for those easy to get crit hits. and they can't complain nearly as much when they see that I'm helping them out and they still get a big bad crit. less crying, so far.
Just find it illogical to base your starting wounds on toughness and then afterwards if it increases to not also increase the wounds. Added to that i also think that there is a ridiculously low line between life and death in a lot of situations. As a gm i find myself pulling my punches in nearly every game session. Reason being one lucky dice throw putting one of the players at near death, which soon leads to number two following and so on. Sure you can use fate points to resolve a lot of that, but then: i don't think it helps with the SoD.
As a player i find myself being a lot more cautious then i ought to be because i already lost several characters because of an unlucky roll. If i play a seneschal i often only need to get hit once in order to be well below zero (9 wounds = get hit with a thunder hammer and you're dead essentially, same for a melta-pistol, mordian type power sword, several grenades, flamers, and most any decent weapon with a good roll). The current system necessitates you to make your starting TB as high as possible, because not doing that often means that you get killed before you advance very far.
Most players'll get at most an increase of 20 for their TB. The main exception is explorators as they can crank up that TB like there's no tomorrow, especially if they're genetors. It doesn't make them a lot tougher, but it does help with making sure that they can be in a firefight with something resembling a decent opposition and not be in trouble if said opposition makes some good rolls.