Alright, I've got some simple dice mechanics all set up for my game. In it, these are the different levels of success:
Trivial: You do this without rolling. Only accessed if you use a Raise.
AUTOFAIL: Roll a (modified) 1 or 2 is an automatic failure; this is going to be a game light on rolling, so while this comes up, it's not as often. And it ain't crit fail.
Easy: Roll a (modified) 3 or higher
Medium: Roll a (modified) 5 or higher
Hard: Roll a (modified) 7 or higher
Impossible: Super ultra difficult; you can't hit this shit normally, bucko.
Now, each character will roll dice depending on their proficiency in that thing:
Schmucks roll 1d10-2
Average Joes roll 1d8
Experienced Dudes roll 1d6+2
Yes, this does mean that Experienced Dudes cannot fail an Easy challenge unless opposed.
Alright, so this means that Schmucks will always lose against Experienced Dudes, right? Wrong.
Each character can wager Raises; each Raise ups what you have to be rolling (so you can use it to shift from a task being Easy to it being Medium, thus making it harder for you to succeed), but also gives you some sort of benefit. You can "buy" free raises in certain things, and every so often, so rare they are practically mythic, you get things that Drop the difficulty a step, thus letting you do stuff like run on air and other neat-o crap.
So, yeah, an Experienced Dude at running with a Free Raise and a Drop(on walls) would be able to run on walls without much of a problem, while a Schmuck would fall on his ass if he tried.
Now, all that's well and good, but I'm kinda at a loss for how I'm going to do opposed rolls; I've been thinking that the best route might be not having them, and pulling some tricks to make them look like they are there.
Does any of this sound like an utterly stupid idea?