Klaus
First Post
Hm, an interesting prospect - it limits your maximum, but it get's tricky when you know the DC of something you're trying to do (if rolling a check is still involved). This isn't solved by a flat bonus really either though. I *still* want to see their original skill mastery idea (roll no lower than X) incorporated into the core skill system - that way, when you improve a skill, you can't massively screw it up and you might get a better result than someone who hasn't improved the skill (your bonus constrained by flat math). Then, for a skill trick, I would say that you can't use the mastery aspect - you might roll terribly, but you still get your bonus to try it.
While it may seem tricky when the DC isn't too hard, it opens the door for overall awesomeness in high-level play. For instance, let's say you have a skill trick that lets you climb a wall at double speed if you reduce your skill die by two steps. A high-level character won't try it while climbing a glacier wall, but he will zip up trees routinely.
And here's another idea for an optional rule (inspired by Dragon Fist):
Turn ability score modifiers into dice. +1 is still +1. +2 is +1d4. +3 is +1d6. +4 = 1d8 and +5 = 1d10. This way, a skill check becomes 1d20 + 1dx + 1dx, thus creating an actual bell curve.