In my current game I use a tiered system where higher skills net better results, though lesser skills -can- still be used (even if they aren’t the most efficient). Most times, this is via the use of four *if sections of C-Script with typical checks (in the first chapter) being 50, 40, 30 and < 30 (all others >= ).
With this being the case, is this something useful to do? Or am I making extra work for myself since it’s very unlikely a player will choose a skill they’re not as good in (compared to whatever their primary skill is) unless forced to do so (if a skill in question for a given scene is irrelevant)?
Edit for greater clarity:
Most skills the player has in this instance are set at 30. Their primary skill is 50 and secondary at 40 with their last skill being 20. There are five total skills (Command, Combat, Engineering, Navigation and Medical).
A skill at 40 used to complete a skill check will usually (in most cases) have negligible consequences that are easily remedied (light ship damage, small wounds, etc.).
Some skill checks (though not all) of 40 will have more dire consequences though this is not the normal result.
Thanks @Gower for the title change. I swear I have the intellectual capacity of a potato peel.