So, I got to thinking about the way skills work, how the statline reads, and the 40k wargame. The wargame uses d6s, and a "3" in a characteristic gives you a 50% to succeed (more or less, since WS and BS work differently from each other). Same for things like Strength, Toughness or Initiative tests (although these are far more common in Fantasy). Long story short, having a bunch of 3s means that you should succeed maybe 50% of the time.
In Dark Heresy (and WFRP), the stats imitate the wargame. The downside is, a 40k "3" in BS does not translate into a "30" for a percentile system. Now, obviously, the designers wanted to give characters room to grow and all, but it seems uneccesarily harsh.They also wanted stats to cap at 50-60 it seems, also sorts in keeping with the wargames. If anything, the poor aptitude (or craptitude ) of characters into relatively high experience levels is a very common point of discussion.
The rulebooks advise giving players +10-20% bonuses to their checks a lot of the time, unless they're really in the (stuff). My conclusion is that there is a basic flaw with the characteristic system (for PCs if anything), if you have to do something extra all the time for PCs to succeed. Some people could argue that having "too good" of stats leads to the PCs rarely failing and thus killing interest. I say, at such a point you can occasionally bring out the big modifiers on the heavy stuff, and let them feel competent for the rest. As a side note, I've always been a follower of the school that states adversaries and NPCs should never follow the same character rules as PCs, and be made fairly ad-hoc to be a challenge (or fodder) as necessary (so one could ignore these musings for foes and the like, or simply reserve them for key adversaries).
So, here's a look at Ballistic Skill for ease of direct comparison (percentages are rounded as appropriate).
BS 1 = 6 to hit on d6, 17% chance to hit. BS 2 = 5+ to hit, 33% chance. BS 3 = 4+ to hit, 50% chance. BS 4 = 3+ to hit, 67% chance. BS 5 = 2+ to hit, 83% chance. BS 6 = 2+ to hit, with a 6+ allowed if you miss, (This math has become tricky! Any assistance would be great).
BS 6 was tricky, as its handled differently in Fantasy and 40k. In Fantasy, each point over 5 reduces to-hit penalties by 1, which are -1-4 in range. In 40k, a BS of 6 provides a re-roll of a miss on a 6+, 7 is a re-roll on a 5+, all the way to 10 with a re-roll on a 2+. I used the 40k one above. The thing I noticed is the progession slows, bringing about diminishing returns. Interesting.
Long story short: I think that instead of making basic characteristics "the wargame value x10", they should be "the wargame % chance of success", as the percentile die system deals with actual chances of sucess.
Thoughts?