pdzoch
Explorer
To maintain the 5% crit rate, you'd want to have a crit happen on 16+ on 3d6.
I've done 3d6 for skill checks before and found it to be TOO average. If you look at the curve, it's very bulbous... meaning that the middle average results appear much more often than the ends, and that results in much less variance from the roll and much more impact from the modifier bonuses. Didn't end up working for me.
That being said... I *am* going to be using 2d10 for ability checks when I run Curse of Strahd, as the curve is much less steep. We're still going to see more rolls in the 10-12 range obviously... but we're also going to see 20% of all rolls still fall at either end (2-5 and 17-20). I'm very curious to see how it works out.
And in that regard, I also adjusted my DC chart to reflect the 2d20 roll scheme as well:
Trivial: DC 5
Easy: DC 8
Medium: DC 11
Difficult: DC 14
Hard: DC 17
Severe: DC 20
As DEFCON 1 demonstrates, changing the dice type and number for the skill checks requires an adjustment to the difficulty scale. This is too large a re-engineering of the rules for my tastes.
On the 3d6 scale, if a 16 is a critical, then those skills with a DC of 15 only have one number that equals success, because the other three numbers equate to critical, which seems excessive to me, unless you redesign the DC levels of the checks.
I think an easier technique would be to use the advantage feature already offered in the 5e rules. Role two d20s and take the higher. For easy or trivial tasks without any distraction, it would seem suitable. Or better yet, simply allow the characters to auto succeed on those tasks.
I try to limit skill checks to those events that advance the story or highlight a character's capabilities.