aramis erak
Legend
There are several roll lows where the difficulties are multipliers.I barely see anyone use such modifiers in roll-low systems, whereas both modifiers and variable DCs are legion in roll-high systems. In a roll-high system it is easy to apply a modifier after the player rolls, and getting close to the DC often leads to some kind of partial success. In a roll-low system, if the GM gives a post-roll modifier the entire roll takes on another meaning. It needn't be so, roll low can use the same modifiers as roll high, but this is my experience from actual play.
Twilight 2000 1e (%ile) Hard=S/2, Average=S, Easy=S×2
Twilight 2000 2e (1d10): Easy= S×2, Average = S, Difficult = S/2
Twilight 2000 2.2 & Traveller TNE: 1d20 ≤ : Routine=S×4, Simple = S×2, Difficult = S, Formidable = S/2, Impossible = S/4
At least one BRP flavor, as well, used the Easy/average/difficult.. BRP 4E core, p 11...
Chaosium BRP said:Difficulty Modifier: The amount a skill’s chance is adjusted by, based on the circumstances surrounding its use. These range from Automatic (no roll required), Easy (skill is doubled), Average (no modification to skill), and Difficult (skill is halved) to Impossible (no roll, or a 01% chance at the gamemaster’s discretion).
And some do other things
FASA STRPG (%ile) : Routine Duties: 1d10, no mandatory fail on 10, so if skill ≥ 10, no roll needed. It then moves to 1d100, possibly modified. Heavy notes about 40+ and 80+ having a lot of situations that should no longer be rolled.
FFG WH40K RPGs: skill modifiers (labeled, but I'm not looking them up) ... and many tasks in rules referenced the labels.