Alternate starting stats for fatigue and wounds

By Gregorius21778, in Dark Heresy House Rules

Greetings, brethern

I am toying with an idea for alternate starting for wounds & fatigue.

Fatigue
Instead of every pc gaining "3 points flat", the fatigue would be "1 +TB". A unfit/weak pc would have less fatigue, a very fight pc would have more (perhabs up to 5 points).

Wounds
are a little tricky to me. They seem to reflect fitness/hardiness as well as a "will to survive". In order to prevent high-toughness pc from ending up with very low starting wound scores; I would rule that a starting pc could decide to take his TB as his "dice result" for generating his wound score if his dice result would be lower then it.
Personally, it freaked me out when a really weak/unfit hiver (Toughness: 23) ended up with more wounds then a tough feral world warrior (Toughness: 41)

Question: Any thoughts on this?

I am not quiet sure how the Fatigue changes (more fatigue per pc) will effect the game in the long run. But in my opinion, fatigue rules seem to be rather harsh in this system.

Fatigue
Instead of every pc gaining "3 points flat", the fatigue would be "1 +TB". A unfit/weak pc would have less fatigue, a very fight pc would have more (perhabs up to 5 points).

Actually, page 200 indicates that all PCs can take as many levels of fatigue as they have TB.

Thanks for pointing it out. Where was my mind....

On the wounds thing: this would mean that the majority of PCs would never get a wounds roll less than 3, with almost nobody getting less then 2. But actually I kind of approve of this. In my own campaign I don't roll for wounds or fate points, because IMO having massive differences is too unbalancing - especially fate points which are better than any other stat. I just assume everyone gets 5-8 on their fate point roll, and 4 on their wounds roll.

I actually think getting TB+1 fatigue is quite a good idea. Having only 2 levels of fatigue - quite common for Hivers - is really quite poor.

I don't care much for the idea of using Toughness as a basis for generating wounds. This is for several reasons.

The number of Wounds lost to an attack is already influenced by Toughness. Including Toughness in the process for determining Wounds make the characteristic count more than once in the same mechanic.

Toughness is also subject to change during character creation and development. I'd hate to have to keep track if the dice roll for wounds long after the character was "complete".

-K

Gregorius21778 said:

Fatigue

Instead of every pc gaining "3 points flat", the fatigue would be "1 +TB". A unfit/weak pc would have less fatigue, a very fight pc would have more (perhabs up to 5 points).

The rules work like that anyway...

A character can accumulate a number of levels of fatigue equal to their Toughness Bonus and remain conscious (suffering a -10 penalty on all tests for being fatigued)... the moment a character has more levels fatigue than his/her Toughness Bonus, they're rendered unconscious for 10-TB minutes. Essentially, it already takes TB+1 levels of fatigue to render a character unconscious...

N0-1_H3r3 said:

The rules work like that anyway...

Yep, and I have already been redeemed (see post number two and three in this topic).

Talking about re-calcutlation:
I would not re-calculate afterwards, but I get the point.

All in all, I made up my mind and will stick to the RAW. For those classes that are intended to "take the damage", their is plenty of "Extra Wounds" in the form of This-One-Talent-Which-Name-I-Cannot-Remember-Right-Now.

Thanks for sharing your opinion, "the stage is yours, I am out".

Gregorius21778 said:

All in all, I made up my mind and will stick to the RAW. For those classes that are intended to "take the damage", their is plenty of "Extra Wounds" in the form of This-One-Talent-Which-Name-I-Cannot-Remember-Right-Now.

The talent you are thinking of is Sound Constitution.

How about using Willpower bonus instead of TB for wounds?

As you said Wounds seem to be a combination of actual damage and determination, and as TB already reduces incoming damage, having the WP of the target affect how much injury they can stand would spread the use around whilst still keeping it within the bounds of function.

Hellebore

Willpower already is one of the most important stats of the game. protecting against fear, insanity, posession and quite a few other nasty things.

Only if those things are consistently in the game. Being injured can happen by falling off something as easily as it can be caused by a daemon thus making it a far more regular use of a stat. Using TB doubles up on its usefulness, whilst WPB is only ever of use to psykers.

Hellebore