I am toying with the following idea.
Remove characteristics from the base damage. Instead you calculate damage like this:
Weapon damage + total number of successes + damage from action card + highest severity amon crits inflicted.
This gives a wider spread in damage output, while making those epic high success rolls, feel really epic.
Damage example:Troll slayer with strenght 5, weapon skill 2 and a great weapon uses a basic melee attack.
Attack 1: He makes an awesome check and ends up with 6 successes, 2 boons and a sigmars comet. He uses the sigmars comet to inflict a critical with a severity of 4. His total damage is: 7+6+2+4= 19 (normal damage would be 14)
Attack 2: The enemy dodges and he barely hits the guy with one success and a bane. His damage is then: 7+1 = 8 (normal damage would be 12)
Attack 3: A decent hit with 3 successes and 2 boons. He inflicts 7+3+2 = 12 damage. (normal damage is 14)
This system will give a slightly lower average damage but a much bigger difference between good and poor hits. You could also let criticals simply inflict one extra wound if you think 1-5 extra wounds is too much.
Edited by Gallows