What does each tier look like?
Typically, a 10+ is a clean success, a 7-9 is a limited or costly success, and 6- is bad news. But your move might…
- ... still have a downside on a 10+, like how Invoke the Sun God still has the player pick a consequence as a way to limit how often the Lightbearer can use their magic.
- ... grant a full success on a 7-9 and a little extra on a 10+, as a way to reflect a PC being extra good at something (like Expert Tracker) or otherwise acting from a position of strength.
- ... establish an especially mild or brutal result on a 6- (see the examples on the previous page).
- ... include an extra tier, like how Haggle has separate results for 12+ and 10-11, to reflect the full range of possible outcomes.
- ... invert the tiers entirely, like how the howling curse is permanent on a 10+, temporary on a 7-9, and fleeting on a 6-. This works because the PC adds +1 for each benefit they gain from the howling curse.
Set the results for each tier however works best for your move.