I just wanted to ask those who have looked at the new revision of the beta, is the wound system from previous version of the beta still in the game, or has it been changed to something more like in Only War?
November update - Wound system?
Its back to the original wound system, as it has been in place for the last 6 years.
Its a shame, I really liked the lethality of the new one.
To have the lethality of the new system, simply apply the following house rule; Toughness Bonus do not deduct damage. This leads to a severely lethal combat system.
Don't like that anywhere near as much as the woundless system because it doesnt represent characters taking damage at differing levels. Sorry
You are not alone. I also loved it.
But hopes are low it will ever return.
On the bright side if you still have the old beta you can ignore the update and keep playing with the old new rules, rather than the new old rules.
Oh yeah, I know, and I intend to (probably using the wfrp 1 crit charts). TBH I find thats a bit problem with a lot of the 'debate' on the rules at the moment. If something is a very simply house rule fix it (like this, or opposed dodging) doesnt seem like something thats worth spending pages and pages arguing over. Though it would be nice if we could see the game go that way.
I'm becoming more and more convinced over the years that what this system needs is something like NWoDs core rulebook + splats. But its too late to do that now.
Hmm. DH1 includes rules for taking damage at different levels. Whenever you suffer damage that is twice your TB, you are heavily damaged. The result is that you wont heal quickly, and even Medicae is less effective in restoring your health.
The only difference old beta DH2 rules did was to remove wounds so that you got the critical effects immediately, plus adding a lot of book keeping by tacking on different conditions. I dont think it added something useful, rather just more book keeping.
You can achieve the lethality of those rules easily enough with DH1 rules;
1. TB is not subtracted from Damage.
2. Wounds = TB (no additions, no dice added, etc). This will make you take critical at basically every hit, unless it is unarmed combat you are doing (and even that will be more dangerous).
3. Add the rule that any injury inflicted also adds 1 point of Fatigue, to simulate wounds wearing you down. When you have Fatigue that is equal to or more than your TB, you suffer a -10 penalty to all tests per the standard rules. If you want this more severe, make it -10 per point of Fatigue beyond TB. When you have Fatigue equal to or greater than TB x 2, you are knocked out.
Not really my cup of tea though. While the average imperial citizen should die (and does) easily enough from injury, the player characters are unique individuals (Eisenhorn or his associates for example is not so easily killed), and should at least be able to survive more than being tickled in the gut with a dagger..
As for lethality of common people and minions, I refer to page 134 of Creature Anathema; A Matter of Minions.
If you enjoy killing your player characters, you could always make those rules standard for player characters as well; Everyone has 1 Wound. Any level of Fatigue knocks you out. It would bring the game on par or even perhaps more lethal than old DH2 beta rules..