Consider the case of picking pockets.
There being no advanced skill for it, I assume that a the basic skill Sleight(Dex) covers it, and it would be opposed by Perception(Int+Pow). Now take two totally average joes untrained in either skill and a 10 in each Characteristic. Joe1 tries to pick the pocket of Joe2, and lets check BlueJays calculator (I just bumped the thread with the link to it) - we find Joe has a 48% chance of success! If we give Joe2 a Perception skill of 40, Joe1 still has a 42% chance of picking his pocket!
I expect the petty crime rate in my game to skyrocket once the players figure this out.
And here is what i think is the general funky or wonky feel about the skill resolution system.
Consider criticals, they apply to normal skill checks and combat checks, which are opposed, but not to normal opposed skill checks.
The halving rule applies to opposed skill checks, but not combat (which is opposed) nor normal skill checks.
Rolling low is good in combat and normal checks, but in opposed checks (unless you fail).
I can't find the rules actually stating that there are no criticals in opposed checks, but it has been widely accepted. If the high roll under skill wins, as the rules do state, a crit does not seem logical. Joe1: "I roll an 01" Joe2: "I roll a 39 - I win".
It does just not seem like a very consistent system. In RQ2/3 a low roll was good in all cases when resolving a skill. And a character with a 25% pick pocket skill never had more than a 25% chance of success (barring positive modifiers for targeting drunks, etc).
There being no advanced skill for it, I assume that a the basic skill Sleight(Dex) covers it, and it would be opposed by Perception(Int+Pow). Now take two totally average joes untrained in either skill and a 10 in each Characteristic. Joe1 tries to pick the pocket of Joe2, and lets check BlueJays calculator (I just bumped the thread with the link to it) - we find Joe has a 48% chance of success! If we give Joe2 a Perception skill of 40, Joe1 still has a 42% chance of picking his pocket!
I expect the petty crime rate in my game to skyrocket once the players figure this out.
And here is what i think is the general funky or wonky feel about the skill resolution system.
Consider criticals, they apply to normal skill checks and combat checks, which are opposed, but not to normal opposed skill checks.
The halving rule applies to opposed skill checks, but not combat (which is opposed) nor normal skill checks.
Rolling low is good in combat and normal checks, but in opposed checks (unless you fail).
I can't find the rules actually stating that there are no criticals in opposed checks, but it has been widely accepted. If the high roll under skill wins, as the rules do state, a crit does not seem logical. Joe1: "I roll an 01" Joe2: "I roll a 39 - I win".
It does just not seem like a very consistent system. In RQ2/3 a low roll was good in all cases when resolving a skill. And a character with a 25% pick pocket skill never had more than a 25% chance of success (barring positive modifiers for targeting drunks, etc).