The problem: Popular consensus is that the BW ideal is 2 or 3 players. I'm GMing a game of Burning Wheel for 5, and advancement is slow.
Per hour of gameplay, each player is testing around 3/5ths less often than a player in a game of optimum size. Advancement of skills is slower, and some players are voicing dissent - the classic Burning Wheel "hard landing" beginning phase is only just now drawing to a close after six months of play. (I'm not complaining about their suffering, to be clear; they are...) They're having trouble earning enough routine tests for their lower skills, and earning enough tests in general.
We've just finished the first trait vote and are formalizing a house rule to solve some of these issues. For social context, I am more or less obligated to at least give these rules a try, because the existing paradigm is chafing the gaming sensibilities of some of the players. I want them to have fun, and for them, RAW BW is not fun (or, and this is a certainty, I'm not running it well).
The solution?: One player said that an alternative testing scheme came to him in a dream.
Imagine making skill checks in BW more like checks in NWOD:CoD. We decrease the success from 4-6 to 5-6. However, only 1 success is ever required. The current obstacle values are treated as dice pool penalties. Thus, if you have a dice pool of 7, but an Ob of 3, you only roll 4 dice to determine success.
Under this, any success is Routine. If you roll at least 5 (?) successes on a roll, it counts as Difficult, in addition to having some great flourish. If you fail normally, nothing happens, but if you opt to critically fail, we suffer the consequences, but it counts as Challenging, and this would be the only exception to any roll that normally you do not gain anything for failure.
Major advantages: no need to think of consequences for every roll; most rolls are just Routine, which matches better the common use of the word; Challenging tests are optional, but necessary to advance; no chart lookup for each roll; Ob penalties can be more ad-hoc rather than pegged to static descriptions.
The question: At first glance, does this new testing scheme pass muster? It seems like we'll be rolling a lot more often, and players will have more direct control over the difficulty of test they'll be earning. However, I am wondering about the effect of changing the characteristic parts of BW, namely, "you know the failure consequences before they happen", and "tests are rare and important".