Success and Failure guidelines for skill checks

By stanmons, in WFRP Gamemasters

Hi,

As GM, I have sometimes trouble using banes and boons, sigmar's comers and chaos stars in both narration and game mechanics on the level I'd like to. To ease this problem of coming up with stuff on the spot, I started to make charts for each skill check type to document some ideas I could use at the given situation.

Now -- I've only started and most of it is still blank - and I need your ideas! Just keep it flowing freely. What is 3 banes in Stealth check or 4 boons in a Ride check? Of course its highly contextual but some guidelines may be given with enough freedom and flexibility. And these charts would not be restricting and only used by GM when he/she feels fit so they are not part of rules.

Check it out in my house rules set, pages 7-24.

My house rules.pdf

I tend to treat chaos stars/comets and banes/boons quite differently. Broadly speaking, chaos stars and comets bring complications/help in a narrative way (i.e., a chaos star on a stealth check could for example mean that the PC succeeds in sneaking past the guards by the door and instead steps on the tail of a guard dog…). Banes and boons on the other hand, have a more game mechanic effect, stress/fatigue, extra white/black dice on the next check, wounds in some cases. Of course, I still try to narrate the effect of the banes/boons, but they overall effect is less complicated.

The story complications and twists that arise from CS/SC results are sometimes a bit much to handle, in those cases I just convert them to banes/boons and use them as that. That's also how I do it if I've ran out of ideas to twist the story.

I had a look at your house rules. I think they look quite nice, no really big changes, just small additions. I particularly like the Advanced Combat Manouevres, Been planning to use something like this in our games, I think I'll just use yours :)

I allow my players to help me with these small narrations of the results, and it works well. It's mostly with the chaos stars, as banes/boons have the universal effects.

If the player comes up with a suitably disasterous event due to the chaos star, I add a fortune point to the party fortune pool. That way the party fortune gets refreshed every once and a while. If they don't come up with anything I often come up with something bad myself, hand them a wound, or increase the party tension depending on the situation. And if I have to come up with the chaos star result, they never get a party fortune point.

You could do something similar for banes, boons and comets I guess. Often the players have a lot of ideas as to what they want to happen. If any of the players, other than the one making the roll, comes up with a good result I'll use that (and again, if it's bad enough they get a fortune point).

Involoving the players in these narrations is great, it also gives them some more control over the fortune pool.

Liber Fantatica volume III for earlier edition has a section with guidance on what skill success and failure by different degrees meant in that system that is pretty easy to "port over" into 3rd edition with correlation of most skills and concept in general of degrees of success etc.

It's available for download on the Liber Fanatica website.