The probabilities are too much in favour of the active character in the game as written.
At least for what we have become acustomed to when playing Warhammer.
I've read many posts on houserules, and have finally found my mix.
1) Chaos Stars count as a CS effect, or two Banes. Also, it asks for an additionnal Challenge die to be rolled. (This makes CS more important, and reduces probability level somewhat)
2) Default difficulty for melee is an opposed test BUT
3) Opposed tests use the following mechanic. Divide defending characteristic by two; whole numbers become Challenge dice and any remaining 0.5 becomes a Misfortune die. Add Misfortune dice as per RAW for expertise and specialisation. (This brings equally skilled characters fighting each other closer to 50% chance of hitting with a standard attack)
4) Default difficulty for Magic is 1d.
5) When Sigmar's comet is used as a Boon, it counts for 2 Boons (to counteract the new CS rule).
6) I add the Sheer Folly (5d) difficulty level to top off the difficulty chart.
Coupled to this are my houserules on Criticals found in the thread Making Criticals count ! (Fate Points are back...)
I realize that I may be overdoing it since many action cards also add difficulty to rolls, but using the probabilities generator and two scenarios;
a) John Doe (3 blue dice)
b) Competent starting character (2 Blue, 2 Green, 1 Yellow, 1 White);
I get good results.
John Doe has 88% of succeeding a Simple task and a 9% chance at Sheer Folly.
Competent guy has 99% and 35% respectively. Which leaves some room for Misfortune...
I believe the difficulty gamut should go from almost automatic to almost impossible. Just add two Misfortune dice and the results become:
John Doe: 63% and 5%
Competent guy: 94% and 25%
In combat, John Doe fighting himself would have 49% chance of hitting with a standard attack; while Competent guy would have 65%. Add a 2 Misfortune Dodge and a Misfortune for Action card difficulty and you get: John Doe - 31% ; Competent guy - 45%.
No if Competent guy attacks John Doe (no dodges, no armour), we would get 86% to hit John Doe who would retaliate with a poor 24% chance of hitting...
Basically, with these rules, John Does are nerfed against superior combatants, but I will implement the following to alleviate that:
7) If outnumbered, add one Misfortune per times outnumbered, max 3 Misfortune dice. Do the opposite if outnumbering, ie, add Fortune dice. (Easy to remember and calculate)
8) The assist manœuvre becomes an Action Card (unprinted), that is coherent with the Henchman rules. Henchmen always use the Assist Action except one of them.
9) All-out attack, a character can decide to attack without any regard for defense to help his chances. Add one Expertise die to one attack Action Card in exchange for the Exposed condition (lasts a standard 3 rounds). (Mooks ounumbering PCs will tend to use this rule, ie. 3 John Does using assists and all and out would have a 52% chance of hitting a dodging Competent guy.)
10) Lastly, I will use my rules for weapon reach that I have in V2;
4 weapon reaches: unarmed/dagger - hand weapon - halberds and great weapons - pikes
To engage an opponent using a longer weapon, one must manœuvre past the pointy bit by winning a competitive weapon skill roll (counts as part of the manœuvre to engage).
If the test succeeds, you close in and make your attack, opponents weapon now considered improvised, since it is unwieldly at too close a range. If the test fails, you can remain at close range and make a new attempt (causing Fatigue), or forego your turn.
You can also throw yourself at the enemy suffering an attack to close in. If you are hit and wounded, you are kept at bay. If not, you close in and strike.
(This houserule has made our battles extremely interesting as suddenly the pike formation becomes what it should be, a human fortress.)