Yeah, I realize that, but skill dilution from D6 to D22 is rather a lot, especially when suddenly being applied to a system built around D6s- all of those fractional chances for +1s are absolutely pointless now, because even if you do get the +1, who cares?
True enough, all bonuses have been effectively divided by 3.6, but I don't think this is as bad as you think. One, I'm still rolling a d6 for bonuses, not a d22 (22 skill points for a +1 is ridiculous). Two, the changes given by +1 are surprisingly dramatic, as most people who have played a game on a d20 will tell you. Consider the example in the OP. A +1 there effectively cuts your chance to SERIOUSLY screw things up by 33%. A +2 brings the chance to accidentally lay waste down to the bare minimum. Yes, the dilution is extreme, but it is not without reason. I expect you to grow, and that can't happen when I have to force stops into place to keep the game form breaking. Third, as I mentioned earlier, it is possible for me to actually reward you guys more on this system. That's in skills, situational bonuses, everything.
Just as an example of the difference even a +1 makes, take a series of hypothetical melee attacks.
Attacker has the plus 1.
Attack: 8 ; 4 ; 15 ; 14 ; 14
Defend: 3 ; 14 ; 4 ; 1 ; 2 (1 block)
Attack: 4 ; 20 ; 14 ; 20 ; 12
Defend: 11 ; 4 ; 1 ; 7 ; 19 (1 block)
Attack: 11 ; 18 ; 1 ; 18 ; 3
Defend: 7 ; 9 ; 4 ; 10 ; 7 (2 blocks)
Attack: 18 ; 16 ; 1 ; 15 ; 13
Defend: 15 ; 17 ; 7 ; 7 ; 17 (2 blocks)
Attack: 3 ; 21 ; 15 ; 18 ; 10
Defend: 13 ; 9 ; 14 ; 14 ; 13 (2 blocks)
Attack: 1 ; 7 ; 15 ; 10 ; 7
Defend: 8 ; 19 ; 17 ; 6 ; 2 (4 blocks)
Once, in six sequences of five, did the defender do better than 50%. Once. Just to bring it home, let's try the Matriarch.
Attacker has the +4
Attack: 17 ; 16 ; 17 ; 23 ; 19
Defend: 16 ; 7 ; 9 ; 14 ; 16 (No blocks)
Attack: 14 ; 8 ; 12 ; 14 ; 17
Defend: 1 ; 12 ; 3 ; 7 ; 14 (1 block)
Attack: 19 ; 8 ; 12 ; 17 ; 10
Defend: 17 ; 2 ; 6 ; 12 ; 12 (1 block)
Attack: 16 ; 8 ; 13 ; 14 ; 9
Defend: 3 ; 7 ; 1 ; 5 ; 1 (no blocks)
Attack: 12 ; 21 ; 12 ; 17 ; 14
Defend: 10 ; 7 ; 13 ; 15 ; 13 (1 block)
Attack: 12 ; 22 ; 7 ; 23 ; 6
Defend: 8 ; 5 ; 19 ; 10 ; 19 (2 blocks)
In thirty attacks, she misses a grand total of five times. Her opponent's block rate rises above 25% for a grand total of one round, and she would have been able to roll for a number of critical hits depending on which psychic attack she was using. 5 times in 30 she misses. Do the math, that's 1 in 6. In the new system, Matriarch Cassandra has
exactly the same chance of missing as she would have of rolling a 1 in the old system. Which, honestly, was the only way she was going to ever miss under the old system.
I really, really like the fact that you're trying to keep an eye on this, but I have run some numbers. I wouldn't try this if I didn't think it had a shot at making things better. Anything else I can clear up?
By the by. I need a PM from you about candidates. Possibilities are from Tiruin, Xantalos, Kisame12794, Zako, or Harry Baldman.
EDIT: You durn ninja editor!!
Your literary assassin abilities aside, I'm pretty sure I addressed most of that in the above. If I didn't then you can knock me around a little and demand your money back.