For the most part, I also love it. However, the one issue about the flatter math / bounded accuracy that I know I would probably end up house-ruling out (if what is currently in the playtest stays in the playtest) is the "Multiple Checks" / Take 20 type rule within the doc. I think I'd probably remove it.
Because as the document says, DC 27 is supposed to be an Immortal DC... and yet a character with a +4 ability mod, +3 skill bonus and the time to do Multiple Checks can theoretically defeat an Immortal DC all the time (assuming no Hazards or penalties for failure, and the DM doesn't rule the lock aribitrarily "impossible".)
This is the one issue where I personally would make a ruling that every skill check is "one and done". You fail, that's it. You just don't have the skill or the patience or the conceptual intellect to complete the task. This particular instance is just too much for you. If you roll to pick a DC 20 lock and fail the roll... you just "don't get it" for the particular lock. Something just doesn't click for you (no pun intended). It doesn't matter if you have 20 minutes of uninterrupted and stress-free time to try... you just won't ever be able to pick this lock unless your situation changes in some way and I allow a second roll (like if you go up in level, or you get an ability buff or something.)
Thus... a 1st level Thief with a +7 (mod/skill) might find that Immortal lock that they can pick (rolling a 20, which shows off some bizarre almost supernatural insight into the inner-workings of this particular lock-- and that would be a HUGE deal for the character)... but not every Immortal lock will be that way.
(And yes, I also know that as DM I could just rule that the Immortal lock is impossible to the 1st level thief if I wanted... but if that was the case, then I wouldn't set a DC to it in the first place.)
Because as the document says, DC 27 is supposed to be an Immortal DC... and yet a character with a +4 ability mod, +3 skill bonus and the time to do Multiple Checks can theoretically defeat an Immortal DC all the time (assuming no Hazards or penalties for failure, and the DM doesn't rule the lock aribitrarily "impossible".)
This is the one issue where I personally would make a ruling that every skill check is "one and done". You fail, that's it. You just don't have the skill or the patience or the conceptual intellect to complete the task. This particular instance is just too much for you. If you roll to pick a DC 20 lock and fail the roll... you just "don't get it" for the particular lock. Something just doesn't click for you (no pun intended). It doesn't matter if you have 20 minutes of uninterrupted and stress-free time to try... you just won't ever be able to pick this lock unless your situation changes in some way and I allow a second roll (like if you go up in level, or you get an ability buff or something.)
Thus... a 1st level Thief with a +7 (mod/skill) might find that Immortal lock that they can pick (rolling a 20, which shows off some bizarre almost supernatural insight into the inner-workings of this particular lock-- and that would be a HUGE deal for the character)... but not every Immortal lock will be that way.
(And yes, I also know that as DM I could just rule that the Immortal lock is impossible to the 1st level thief if I wanted... but if that was the case, then I wouldn't set a DC to it in the first place.)