So from three dice onwards, we're looking at near certainty? Yeah, that does sound too much. I was hoping the diminishing returns would be more pronounced.
Well, that's with a 60% base success. So you need to roll a 9 or higher. In a bonus-based system, that would be like giving +7 total modifier, which I don't think is really out of line.
If you take it's evil twin, 40% chance of success, you end up with:
0: 40%
+: 64%
++: 78%
+++: 87%
++++: 92%
So you're looking at some pretty good diminishing returns: +5, +3, +2, +1
When you really need to bust out, the 20% chance of success, you get:
0: 20%
+: 36%
++: 49%
+++: 59%
++++: 67%
Still good diminishing returns: +3, +3, +2, +1
I think you'd be on pretty solid ground mathematically, compared to handing out similar bonuses. Also, less math, which I find speeds things up considerably.
It can trivialize simple tasks, even moreso than straight bonuses because it washes out natural 1s, but it takes an awful lot of advantage to tackle a difficult roll.
Personally, I'll be sticking with the teeter-totter (one advantage/disadvantage), so I can hand advantages out like candy and not worry about forgetting some once we've overcome disadvantages.
Cheers!
Kinak