Skill rolls would feel more realistic, and modest differences in skill modifiers would be more important, if the roll was on a bell curve or triangle 'curve'. Why not try 2d10 for skill rolls?
I have used 2d10 for such things in my own houserules for quite a while (for B/X) and it does cut down on the super low results issue.
I like the idea of 2d10, it feels it would "stabilize" the chance of success for easy tasks, while make hard tasks even harder. The problem is that the DCs might need some adjustment in some cases.
So, essentially, the DM advice says that the skill system works pretty well when you can't figure out if something should succeed or fail. And, if the DM can figure out whether something should succeed or fail without reference to the dice, then... well... don't roll the dice. I look at this and conclude that this seems like a good decision for D&D, but it's a definite change from the 3.x concept that tasks in the universe have a fixed DC and a character's skill modifier determines that's character's chance of success without the need for DM input.
Yes it's quite a change, and I didn't even notice it... I'm still thinking in 3e terms.
If the DC for doing something is 25 (for example) and the specialist is +22 and the non specialist is +4 (base stat bonus essentially) then one character is pretty much automatically succeeding while the other is automatically failing.
It seems to me that a lot people regard such case as always negative, but IMHO things are more complicated... consider for example these cases:
- a group of 4 have to swim across the rapids: who beats the DC wins, who misses the DC loses
- a group of 4 have to sneak past guards: if they all beats the DC they win, if one misses the DC they lose
- a group of 4 have to notice a trap: if one beats the DC they win, if they all miss the DC they lose
These work very differently, and having someone with automatic success is a small help in the first two but amazing in the third case, while having someone with automatic failure is doom in the first two and almost irrelevant in the third case.
Then you have skills like Open Lock which are mostly intended to be attempted by the specialist only. In that case it doesn't matter much if the non-specialists have automatic failure, but you don't want the specialist to have automatic success (this assumes the DM is properly using such challenge in the game i.e. failure doesn't screw up the whole adventure! If it does, then unfortunately the only option is really granting automatic success).