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>Only thing RoS's skill system needs is for someone to straighten out the weird "chance of success" curve
I had participated in a thread on this earlier, using the TNs for attribute checks made against poison as a benchmark.
The solution is to use the success-based rules for skill checks in Companion, under the following conversion guidelines.
Original TN 1-2: You shouldn't even bother rolling for this. Foolproof.
Original TN 3-4: Difficulty 1. Easy, simple.
Original TN 5-6: Difficulty 2. Average, default.
Original TN 7-8: Difficulty 3. Challenging, tricky.
Original TN 9-10: Difficulty 4. Difficult.
Original TN 11-12: Difficulty 5. Very difficult, hard.
Original TN 13-14: Difficulty 6. Extremely hard, amazing.
Original TN 15-16: Difficulty 7. Lunatic mode, unknown mode, heroic.
Under the Companion rules, you've got your average guy with Health 4 rolling at TN 6 against arsenic, hemlock, and ricin, requiring three successes and having only a 31.3% chance of success.
Meanwhile, a paragon of health who's literally healthier than a horse (destrier and courser, Of Beasts of Men, pp36-37), boasting a huge Health of 7, has a 77.3% chance of shrugging off arsenic, hemlock, or ricin.
46% difference right there.
Now let's compare that to the original system, where arsenic, hemlock, and ricin demand only a Health roll against TN 8. Mr. Average with Health 4 has a 76% chance of beating that, while Mr. Healthier Than A Battle Horse has a 91.8% chance of beating that.
That's a shameful 15.8% difference.