Here's what I've come up with. I've tested it a few times on IRC and such and it seems to work well enough.
Rolls 3d6. Your skill is a number from 0 to 5, where:
0: You simply cannot perform the action associated with the stat, or if you NEED to roll, use -2.
1: -2 to your roll.
2: +0
3: +1
4: +2
5: +3
Result varies depending on what number you got, obviously, and it's not a simple pass/fail. Use a table for this.
1: You explode.
2: You find a whole new way in which very bad and unpredictable things may happen. (Only possible at level 1. Good excuse to be creative and make some new horrible monster.)
3-5: You lose control and something very critically unfortunate happens. (A "critfail". Makes a whole new problem of its own. This result is impossible at level 5.)
6-8: You lose control and something bad happens. (Failure with consequences. Generally means that something breaks halfway through using a power, so if you're for example consuming someone they're still probably going to die even if you fail.)
9-10: You succeed, eventually, but not exactly as you want. (failure without consequences is a little boring if you're not in a hurry. This basically just abstracts repeating something till you succeed. If you ARE in a hurry, assume that whatever you're racing happens before you're done.)
11-12: You succeed in what you set out to do. (Simple success. Does what it says on the label, no more and no less.)
13-15: You do what you set out to do in a swift and effective manner. (Better success. Lets you pull off some tricky stuff and might even give a nice bonus in EXP or such.)
16-19: You accomplish what you set out to do very quickly, with some additional benefit. (A "crit". If you're on some time limit, you beat it, doesn't matter. Very unlikely outcome at level 1.)
20: You accomplish exactly what you wanted very quickly, and proceed to do double that over again in a somewhat unpredictable fashion. (Bigger, badder crit. Basically means you do multiple actions worth of beneficial things, whether that's actually a good idea or not, in the manner of an overshoot. Only possible at level 4 or 5.)
21: You explode.
Note that this means that +5 allows for a 84% chance of success, and "merely" a 25% chance of a critical success. That's pretty good, but you might want something better than that for the very peak of performance, so you could add more levels, granting a bonus past +3. In this case, I would modify the table so that "you explode" is always the single highest possible result, aka a 1/216 chance for someone who is the very best at what they do, and a 0% chance for anyone else.
Alternatively, there's this, which is a little closer to normal RTD, and might be good for something that's less serious and higher power-level, like Lucha.
Roll is just 1d6. Add a bonus for your skill, up to +5.
If your roll is above a 6, just reroll it, but this time at one lower skill level, and one higher power level.
"Power levels" escalate roughly exponentially, so if you get very high, you might end up punching the planet to death accidentally/intentionally.
Players advance by gaining both skill levels and power levels. Power levels should be given out more sparingly, keeping in mind that a very powerful character with no skill does run the risk of a very embarrassing and calamitous critfail.
Level 1: normal human level. You probably can't scratch anything powerful, but at least if you roll a 1, nothing truly bad will happen.
Level 2: peak human performance. Not punching through boulders yet, but anything you do will be pretty damn impressive. Unless you fail.
Level 3+: magical lazor beams. Each level past this point is roughly 10 times as powerful as the last. At 5 you can crack mountains. At 8 you can crack planets.
In terms of what you listed, I prefer the
modified binary and
advantage/disadvantage systems. I've used the latter for my own game and it works well. There's no progression, but did we really need progression anyway? ;V
Also Dev used something like the token system for BARBARIANS. In that game everything was just a coin flip, and you could use a token to win the coin flip. Though those tokens would never regenerate, having a limited number for the whole lifetime of your character.
Oh yes! One more thing! This site is handy to visualize what these systems look like, probability-wise.
https://anydice.com/And here's some already-set-up stuff for your consideration while you're here! :V
https://anydice.com/program/8b81https://anydice.com/program/11309Mind expanding stuff you know! It'll make you smarter! :V :V :V