I've been playing quite a bit of WFRP lately, and one thing that's come to bother me a little is how static Challenge dice are in my games. In reading through the rules, however, I don't think this is the intent at all - Easy (1d) checks for attacks are the *baseline* for difficulty, not the end point. I also don't want to be inconsistent or arbitrary when I set difficulty for players. This in mind, I've come up with a rough system I'll be trying out:
Base difficulty is Easy (1d). Each discrete factor inherent to the action adds a half-die worth of difficulty. These factors might include: maneuvers (beyond the free one), range bands (beyond close), or other non-maneuver weirdness on the player's part. Action card modifiers would be added as normal.
So, a Waywatcher who wishes to run from close to long range then shoot, would have: two spent maneuvers (beyond the first free one), two range bands beyond close (medum and long), for a base difficulty of Difficult (3d). Seems fair for an extremely long shot while on the move. Similarly, a melee attacker who charges from Long to Engaged (four maneuvers, three spent) while leaping over an obstacle, would have a Difficult (3d) basic attack as well.
Any remaining half-dice might be converted to a single Misfortune die if it seems like there's plenty of room for outside factors to influence the result.
It's a loose system, but would provide a bit more structure for players who want to understand why I'm making certain decisions, as well as fitting within the letter and (possible) intent of the combat system as written.
Any thoughts?