Malin Genie said:
Having a +2 bonus (for example, through the Skill Focus Feat) is already (on a d20 roll) worth not that much (10%), and on an opposed roll the chance of a character with a +2 bonus winning is slightly less than 60%.
Even a +4 or +5 bonus doesn't give the relative superiority that it should. Imagine a computer geek (ST 8) in a pushing match vs a WWF superstar (ST 18, for argument's sake.) The geek will win under the d20 system over 25% of the time. In fact, an average human (ST 10, +0 bonus) can stand in the path of a charging horse (+4 size, +3 ST, +2 charge) and stop the horse dead in its tracks about 13% of the time. Take 100 people and charge 100 (trained war-)horses into them and I guarantee you 13 of them wont be standing after the collision...
Under a d30 system, these differences become even *less* meaningful.
Heck, I've been looking toward using a 3d6 system to make the differences *more* important...
I agree! But if you want bonuses to be more meaningful, while not getting too far away from the d20 and thus throwing the system out of whack, how about use 2d10 instead of 3d6? That way, you get a numbers range much closer to the d20 system, but you still have a bell curve (albeit a slight one).
Such a bell curve would certainly make bonuses (or penalties) more meaningful, but not to the extreme as using 3d6. Furthermore, adding up the numbers rolled on 2d10 is a little quicker and easier. (Don't scoff! It *is*, especially when you consider how often you rolls those dice during any given game session.

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The chance for rolling a particular number, using 2d10, is as follows...
2: 1%
3: 2%
4: 3%
5: 4%
6: 5%
7: 6%
8: 7%
9: 8%
10: 9%
11: 10%
12: 9%
13: 8%
14: 7%
15: 6%
16: 5%
17: 4%
18: 3%
19: 2%
20: 1%
The chance for rolling a particular number or higher on 2d10 is as follows...
2: 100%
3: 99%
4: 97%
5: 94%
6: 90%
7: 85%
8: 79%
9: 72%
10: 64%
11: 55%
12: 45%
13: 36%
14: 28%
15: 21%
16: 15%
17: 10%
18: 6%
19: 3%
20: 1%
Incidentally, we used 2d10 instead of 3d6 in our GURPS and Hero System (Champion, Fantasy Hero, etc.) campaigns, and it worked really well.
Using 2d10 in 3E D&D combat, I'd make a natural 2 or 3 on the dice roll an automatic miss and a possible fumble, and all threat ranges would be increased by one. (Thus, a threat range of 19-20 would become 18-20.)
I've seriously thought about incorporating this into my campaign, since I dislike how, indeed, a Str 8 weakling in a pushing match versus a Str 18 strongman will win over 25% of the time, using the d20 system as-is. However, this would be the one rule that would enable the players to say, "Hey! You've gone to far with your house rules -- now we *really* aren't playing the d20 system any more!"
