I was thinking about non combat skills and how often they come into play. When you want to have the player make an Observation check, how can you enhance the importance of these moments to make it as eventful as combat or taking a wound? If the character fails to pick a lock, and asks to try again until he gets it, how do you enhance the feeling of failure and successes? The character may only have one situation where he encounters a lock in a single game, or maybe even go several sessions without picking a lock, so when it happens, how can you make it more special?
An Idea I am kicking around to enhance these moments is to create a fail or success token system. Here are some examples:
POSITIVE ONLY
The players have entered the Three Hogs Inn and are asked to make Observation rolls. I place a 'good' token on the table, letting the players know that this is important. Any player that succeeds will get the information, but the player with the best roll gets the good token.
POSITIVE VS NEGATIVE
There is a lock that needs picking, I place 3 good and 3 bad tokens on the table to let him know this is an important moment. If he fails the first roll, a good token is returned to the general supply, and the player is given a bad token. If he succeeds on the 2nd try he gets the 2 remaining good tokens, but the single bad token he earned the first time cancels one of those out, so he only has one remaining, if he had failed 3 times he would end up with 3 bad tokens and no good tokens. If a player has too many bad tokens, he could have a negative effect happen. If he had succeeded on the first try, he would have 3 good tokens.
NEGATIVE ONLY
A player is starving, he is asked to make a Resilience check. I place 3 bad tokens on the table, if he fails, he gets 3 bad tokens. If he succeeds by 1 hammer, he gets 2 bad tokens, if he succeeds by 3 hammers, he gets no bad tokens.
WHAT TO DO WITH TOKENS?
Really this is up to you, but here are some ideas:
A good token can be added to the Party Fortune Pool, spent to reduce party tension by 1, spent for a free manoeuvre, spent to use an action card they do not own for one action (within reason), spent to add a white die to Perform A Stunt (a fortune die for Perform a Stunt only).
Built up bad tokens will negate getting any good tokens. If they have a lot built up, you could give them a negative Condition Card, place some or all of the bad tokens on it as tracking tokens, and have them removed as normal tracking tokens go.
Thoughts, suggestions?