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...)
To answer the earlier question, an alteration which halved the probability of failure would indeed change an exactly-0% probability of success into a 50% probability of success.
If one is choosing between lower increases for higher values, unchanged increases for higher values, and greater increases for higher values, then the first has the advantage of not quickly giving numbers over 100%. I note though that the opposite effect (such as hexing a foe?) would require halving the probability of success instead of doubling the probability of failure.
The effect you describe, whereby a single calculation can give large changes for medium values and small values for extreme values, is of interest to me: starting with (for instance) 5%, 50% and 95%, what exact procedure is taken to increase the log probability by log(2) and return modified percentages?
Edit: (A minor note that, from a gameplay standpoint, for things intended to have small probabilities one could just have very large failure-chance multipliers and so still have decreasing returns. Things decreed as effectively impossible would not be subject to dice rolling or similar in any case, and so need not be considered at length. In-game explanation for the function observed could be important; if it is desirable that progress begin slow, then speed up, then slow down again, rather than start fast and get progressively slower, then that is also reasonable.)
The simplest way is to use odds ratios instead of log probability. 5% is 1:19. Multiply that by 2:1 and you get 2:19 which corresponds to 9.52%. If it's close to 100%, you get close to half the probability of failure. If it's close to 0%, you get close to double the probability of success.
This can be done with dice by using a virtual d21. You can do that by rolling a higher-numbered die and re-rolling if you pass 21. Since the next die up is d100, you... (read more)