Ok, this is a similar comment to one I made regarding vehicles and hazards (and the nasty breakdown options).
I've INT 'B' and survival 'B' - so pretty good (above average).
For survival tasks, I'll be rolling 2D10, success on 6+, so in practice a 25% chance of failure if no modifiers.
For setting up camp (p141):
Make a SURVIVAL roll. If your roll succeeds, you find a sheltered place to spend the night, where you can all find cover from incoming fire and rest up before the next day’s journey. If your roll fails, you set up camp to rest and sleep anyway, but the Referee makes a hidden roll on the hazard table (page xx). Re-roll if the hazard is not applicable to the situation. The Referee can spring this hazard on you anytime while you are in the camp
For cooking (142):
Roll SURVIVAL. No matter if you succeed or not, your rations of meat, fish or wild food are turned into domestic food rations (page xx). However, if you fail, anyone who eats the food must make a STAMINA roll to resist food poisoning.
For both the above situations, an above average character is going to fail every fourth attempt.
That seems a little harsh.
Also, I suspect that as players, it will get very annoying.
Having it occur once can 'add a a dramatic challenge' but when your camp burns down twice a week, and everyone is exposed to food poisoning as well is likely to be frustrating and get in the way of the actual storey.
Possibly, the 'cook' specialty should remove any risk of food poisoning and 'quartermaster' removes the camp hazard (rather than each specialty just giving a +1 modifier)?
This would still make it overly harsh for groups without those specialties I think, but at least makes these non-combat orientated specialties much more valuable.
(EDIT): possibly, even without the relevant specialties, you only get the hazard or potential food poisoning event if the survival roll was failed AND you roll at least one '1' result