Sorry if this should be in the Tournaments section, but I have a suggestion: When a player is doing any kind of "button pushing" in an ITS scenario, like connecting a console, if the WIP roll fails, subsequent WIP rolls are WIP +3, so 2nd roll would be WIP+3, 3rd roll would be WIP+6, and so on. These mods are accumulative with other mods in the scenario. The idea here is to make scenario play less luck dependent.
The ITS section is where this should have probably gone. As for your suggestion, many scenarios give 2 rolls at +3 WIP to succeed if you bring the "right" specialist. With a basic WIP 13, that's a 4% chance of failing in one order, and 0.16% chance of failing in two. If your suggestion is because you would like other specialists to perform well, I just think that goes against the idea of having a preferred specialist in the first place. Some have suggested allowing the preferred specialist to spend an entire order to autosucceed, and I'd honestly prefer that to your suggestion.
What I'm suggesting would stack with any other mods, the "right" specialist would get WIP+6 on the 2nd roll and WIP+9 on the 3rd roll, etc. So even normal specialists would auto succeed given enough orders, basically make it kind of whiff proof. The auto-succeed idea would be great, and I think this could stack with that for non preferred specialists..
I mean, at that point, why even have a roll at all? Like I said, making the non-preferred specialists basically autosucceed is kind of going against the idea of even having preferred specialists. The point is to try and fit them into your lists. Otherwise everyone would get take the most combat effective ones leaving the others to collect dust.
I think what we have now works, as Sabin said in post 2, the chances for a preferred specialist to fail on their first order is negligible. Missions should incentivize certain specialists or units instead of mono-list building.
I think it is OK as it is now (and I am of those that fail at 18s 3 or 4 times in a round), because WIP is as expensive as BS (for everyone, even non-specialists), but is a lot of less used in the game. Making it easier just means to make almost meaningless an expensive attribute
I really like it as it is now. if you use the right specialist for the job, you're almost (but not quite) guaranteed to succeed. If you use not the the right specialist for the job, you take your chances. I think that makes for interesting choices in list building and gameplay. And if you fail with the wrong specialist, you made the wrong one ;)