FrogReaver
The most respectful and polite poster ever
Im going to use skill crits (critical successes) and skill fumbles anyway, for everyone. I like the alignment with combat math.
The reason I have been hesitant is, there is a tradition of gauging the ‘amount’ of success or failure, by whether the total skill roll was 0, 5, or 10 above or below the required DC. This was interesting. But I think the advantages of simply using combat math for skills, including crits and fumbles, by far out way any advantage of a convoluted system.
There is value in apply the consistent standards of combat math and bounded accuracy for all challenges.
One issue with applying the same numbers in combat to out of combat is that a single hit or miss in combat doesn't risk disastrous results. Combat is made up of multiple attacks each with a chance to hit and miss. Skill checks would be the equivalent to rolling a single attack roll to resolve the whole combat.
So while I like where you are going I can't help but feel like skills are inherently different than combat and may not should totally mimic the combat system because of that?