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The real problem here is that there's only a narrow range of numbers where you won't wind up with a specialist banging out critical successes and everyone else banging out critical failures frequently. That leaves the game keeping everyone in that narrow range, and thus it doesn't feel like you're progressing at all or that your "legendary" skill character is actually particularly better than the guy who took the basic two day course in how to do the same thing.
No the problem is tied to two major factors: Factoring gear into DCs and Poorly Zeroing DCs.
Consider that there are 3 primary factors that determines the chance someone succeeds or fails on an at level check. They are Ability, Training and Gear.
- Ability - The characters Ability score bonus. This variable goes between -1 and +7. A 9 number spread.
- Training - The characters training in the skill. This currently varies between -4 and +3. An 8 number spread
- Gear - The characters gear. Due to how badly designed armor is this varies between -5 and +5, an 11 number spread. On checks not influenced by ACP the gear modifier is between -2 and +5, an 8 number spread.
All 3 combined leads to a spread a 26(23) number spread of -10(-7) to +15. A 26 number spread with a d20 random variable means that a check cannot be designed to test both extremes. If gear isn't factored in we end up with a 17 number -5 to +10 spread that can have checks test both extremes and gear becomes a benefit.
The recently updated DCs are badly zeroed as the zeroes on most DCs shift as levels rise assuming characters have gear and ability scores that they may not have. Medium DCs start at an assumed bonus of +2 and then grow to an assumed bonus of +6, Hard DCs start at +4 and end at +9, Incredible go from +5 to +13, and Ultimate start at +7 and end at +17. Instead of an increase letting you succeed at harder checks they let you maintain the same level of difficulty.