Well, I think this is a good time to talk about something I mentioned in the initial post, but haven't really explained yet. Hereís a full description how skill tests are going to work.
As opposed to most tests a single roll of the dice, I'd like to try portraying most of them as skill challenges. The idea is to try and create some role playing opportunities while not locking anyone out of a particular scene because they don't have a certain skill advance.
Each challenge will have degrees of success and failure. You may not succeed at everything completely, but you should be able to to succeed enough to keep things moving. Additionally, you'll get opportunities to improve your success. I call these complication tasks. If the random dice god
commits heresy does not go your way, I'll give the opportunity to make another roll, although that opportunity would come at some sort of a cost that could complicate things down the road and the number of retries you get will be limited.
Iíll give you a variety of actions that you can pick from, although you are always free to make up your own action or decide youíve done well enough. Each time you make another roll, you gain a cumulative +5 bonus to the characteristic you are testing against, both for the current roll and the previous result. While I know that may seem a bit counterintuitive, it is predicated on two assumptions. Number one, that previous actions have a positive impact on the situation, so things are becoming easier. Number two, you are agents of the Inquisition, albeit novice ones. You still got picked for a reason and are likely going to be successful in the end. There are many ways for the universe to be grim dark, but failure drives people away from PbP games in my experience.
When determining how successful the test is, I will be looking at how close the roll is to passing the test with that characteristic. In most cases, if the roll is closer than a previous test/characteristic pair, I will take the ned roll. If not, it will add a +5 to the previous rollís characteristic score and we can continue from there.
Make sense? I've used this in a couple of PbP games so far, including one here, and the response has been positive. I want to try and create as many RP opportunities as possible, both in and out of combat, as well as encourage and reward creativity.