This is one of those sleep-deprived middle-of-the-night ideas which I'm reasonably likely to regret posting in the morning once I really wake up - but which, at least at the moment, thinking on my more-corrupted-than-standard hardware, seems like a cool idea.
Most role-playing games have a system for determining whether or not certain actions are successful or not. Most of the time, these can be described as setting a target number, and rolling one or more dice, with various modifiers - eg, you might have to roll a 13 or higher on a twenty-sided dice to correctly answer the sphinx's riddle, and having your handy Book of Ancient Puzzles to refer to may give you a +3 bonus to your die-roll.
How insane and awful an idea would it be to have an RPG system whose core mechanic wasn't based on linear probabilities like that... but, instead, on decibels of Bayesian probability? For example, instead of a bonus adding a straight +3 to a d20, or increasing your odds by 15% no matter how easy the task or how skilled you are, the bonus adds +3 decibels: changing your odds from 50% to 66% if you started out with a middling chance, but only increasing it from 90% to 95% if you're already very skilled.
(And now, back to sleep, and to see how much karma I've lost come the morning...)
For what it's worth, I'm reminded of systems which handle modifiers (multiplicatively) according to the chance of failure:
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For example, the first 20 INT increases magic accuracy from 80% to
(80% + (100% - 80%) * .01) = 80.2%
not to 81%. Each 20 INT (and 10 WIS) adds 1% of the remaining distance between your current magic accuracy and 100%. It becomes increasingly harder (technically impossible) to reach 100% in any of these derived stats through primary attributes alone, but it can be done with the use of certain items.
[/quote]
A clearer example might be that of a bonus which halves your chance of failure changing 80% success likelihood to 90% success (20% failure to 10% failure), but another bonus of the same type changing that 90% success to 95% success (10% failure to 5% failure). Notable that one could combine the bonus first in calculation to get a quarter of 20% as 5% with no end change.
The problem with this is it only makes sense when you have a high chance of success.
Suppose I attempted to blow up the Earth. Normally, I'd have an approximately 0% chance of success. Would that bonus increase it to 50%?