I wish someone could give me some hints about the botch procedure. Perhaps this is yet found somewhere in the forum, but could not find it.
1.- How many botch dices are rolled?
Unless specifically specified in the rules, I need some fast&easy system, so I' ve decided to roll as many botch dices as the difficulty "magnitude" of the roll.
The "difficulty" magnitude of the roll is the magnitude of the spell or 1/3 of the difficulty for abilities, rounding up. For example:
Casting a spell level 25, 5 botch dice
Climbing a wall difficulty 12+, 4 botch dice
Failing an attack dice roll versus a TOTAL Defense roll= 20, 7 botch dice
This way, perhaps there is a lot more botch dices than average, but it does not matter, it just needs to be compensated with the effects of the botch.
2.- Once you get a botch, you can spend confidence to avoid it (unless a long term activity). Lets asume the botch goes on.
3.- Finally, you decide the level of the tragedy, depending on the number of 0`s rolled.
So here we are. My imagination has a limit, my wish-list is to get some ideas for increasing botches per skill. The problem is determine different levels of the botch.
I ve found some good hints for combat botches in Lords of Men (page 126). Weapon Breaks, Hit ally, and so on. Lets say, what could be the difference between getting a single 0 or 5 0`s while doing a Leadership, a Swim or a Chirurgy roll.
Lets say Area Lore.
1x0: Lost some hours; 2x0: Lost 1 day, 3x0: Lost half week, 4x0: Lost 2 weeks
Any ideas would be appreciated.
Thanks in advance
EDIT (19 Sept 2015)
I try to make a quick resume of some posible increases in the amount of botch dices, with Basic stressful / time critical situation = 1 Botch Dice
In combat +2
Extreme Heat/Cold/Wind +1
Too much/low Sound/Light +1
Doing something against your personality / Fear +1
Unstable Ground +1
Hostile Aura + Extra Botch dice depending on the Aura Level
Using Raw Vis + Extra Botch dice depending on the Number of Pawns used