There are situations, especially in combat, where folks will want to use non-combat rolls, and I'm not sure what success should grant. In particular, I'm thinking of social rolls where I know exactly what to do with Opportunity, but not so much with success. In a Narrative scene, you charm the guard or jump the chasm. In an Intrige you gain Momentum to sway the Daimyo to your position. I'm looking for some sort of blanket bonus such a roll would give in other situations, when it's not so clear. This would obviously be modified depending on the circumstances.
This came up as I was reading over Fanning the Flames, thinking of its utility in a duel. Spend a round talking trash, spend one opportunity to hit your opponent with Strife, and another to Daze them. Hey, that's great, but what would success do?
This applies to a lot of situations. Even without techniques, a successful roll should do something. Let's say a Shiba Bushi cuts down a bandit in a skirmish, and then tries to convince the others that this fight will not be worth the cost (probably with Command/Earth or Water). If there's fighting all around, it may not be enough to end the skirmish, but at the very least one or two bandits facing the Shiba should be rethinking things, maybe taking a Guard action and backing away.
I figure the TN of a lot of checks would be the target's Vigilance. As far as bonuses, I've gotta few ideas:
Target suffers increased TN to certain action types (and the GM is encouraged to avoid those types).
The character or allies either reduce their TN or gain extra dice to their next checks.
Inflict Strife
Perhaps Skirmishes should have something akin to Momentum, which would basically be a guide to when the bad guys turn and run. Defeating enemies would certainly add Momentum, but you could also gain it by doing other cool things.