Damage types and Toughness and Soak

By stanmons, in WFRP House Rules

Hi,

I experimented with an idea of putting damage types into more formalized rules, see page 8 in my house rules.

http://dl.dropbox.com/u/12641813/WHFRP%20House%20Rules.pdf

I would like to write my adventures and encounters with simply referring to "Mild Fire Damage" or "Severe Falling Damage" to get things moving forward quickly.

A few design questions:

  • How would you variate damage between different damage types to make them 'special'`?
  • Some damage would be per round unless prevented / treated - how to balane this with one-time damage such as from falling?
  • Should fatigue and stress be involved?
  • Should there be more randomness with damage like with the official rules 'environmental damage'?

Updated already ;-) Decided to go with Fibonacci numbers on damage severity scale (never fails).

Specials like chaos star, bane etc results could finalize this quite nicely. None came to mind.

I decide to map conditions to damage types - it looks quite working as it is now - playtest to be done.