Failures are different. I try to gauge the failure margin on a scale of how much the failure impacts the party. Using the delineations Catalyst provided us with:
Almost (-1 to -2): If a check falls into this range, it usually just doesn't work. Unless it was obviously a one-time thing, the player can try again next action.
Bad (-3 to -4): I often rule that a character has no idea how to do this particular thing on a check that fails by this much -- they need to either find another way around, or let somebody else take a crack at the problem, because their character is just out of ideas.
Terrible (-5 to -6): These can actually hurt the player attempting them -- hitting the character with a mild penalty (status effect, loss of equipment, etc.) is generally the level of pain of mete out for this poor a roll.
Disastrous (-7 and up): These are exceedingly rare, and the players normally have to decide to take a calculated risk to open themselves up to the possibility of this occurring. A failure by seven or more I consider a mission-jeopardizing failure. At the very least the problem cannot be solved by the party this way anymore, and possibly a new challenge emerges in the form of broken and now-dangerous equipment, additional bad guys showing up, or even severe injury to one of the PC's.
I hope that these guidelines that I use can be of some use when you're laying out your own.
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