maybe skill should work something like this:
A normal skilled armoursmith is asked to make some +iron boots+, which are above his level of competence.
- Due to the quality level being a bit above the smiths skill level, each attempt takes a little more time than if you had asked for just -iron boots- (to reflect more effort on the smiths part)
- Also due to the quality level being above the smiths skill, the chance of success is less than 100%, lets say a 40% chance he makes +iron boots+ and a 60% chance he makes -iron boots-
- If we say the smith could make -iron boots- with 100% success rate, then he should always produce at least this level of quality unless asked to produce something lower. "Failure" shouldnt mean he wastes all the materials, he simply fails to improve upon what he already is capable of
now later on, the Armoursmith has gained some experience and now he is skilled at smithing. he is again asked to craft some +iron boots+, which he is much more competent at making, although he hasnt yet mastered them
- His speed at making +iron boots+ is much faster, to reflect the fact that it takes less effort than when his skill was lower, but he would produce -iron boots- faster still
- His skill level is enough to craft +iron boots+ with a 90% success rate, though there is still a lingering 10% chance of only producing -iron boots-
- It could also be possible to have the top 5% chance of success produce some *iron boots* instead
"failure" could also be in degrees:
- You ask a dabbling smith to make a pair of ☼Iron boots☼
- This quality level is obviously far too high, so there would be a 0% chance of success. however "failure" could be broken down into 98% chance of plain iron boots, and 2% chance of producing -iron boots-, both "failures" to complete the task, but results within the means of his skill level
- naturally, the time taken to produce any item with this request should take an age to reflect the massive effort on behalf of the smith combined with his next to zero skill level
essentially, the way it would work, is that skill level would be matched up against the desired quality level and would give you a set of percentages of result. a X% chance of "failure", Y% chance of success, and Z% chance of a "critical success" where a higher level item is produced instead. "failure" should just produce an item within the smiths range of skill.
Obviously, the higher quality level an item, the more skill would be required and the lower the success chance to failure chance ratio. as skill level rises, failure chance diminishes and success chance increases.