Topic: Unhappy with 1D6 Skills...
I've never been satisfied with the 1D6 skill system. It has always bugged me that ability score modifiers didn't apply to anything other than opening stuck doors. I get that the 1D6 has no room for the -3 to +3 that could apply and I know that James used the 1D6 from the search mechanic. Still, there's the old reaction adjustment and retainer moral mechanic that used 2D6 and the Charisma modifier. For retainer moral, in particular, 9+ was a successful result and 12+ was an exceptional result.
I prefer using a 2d6 system for the skill checks. I use two target numbers for success: 9+ and 12+. The 9+ is for any task that is reasonably associated with the class and the 12+ is for stuff that is unfamiliar. So a fighter or dwarf would need a 9+ to kick down a door and a wizard or elf would need a 12+ (based on the image of the elf beside the class description in the rules book). These can also be used to fit different difficulties, such as 9+ for the stuck door and 12+ for a locked door.
All stat bonuses (and penalties) apply and, thanks to the nifty curve, the bonuses each race or class use to get for their 1D6 roll works perfectly fine for their new 2D6 roll. So a Halfling who would normally use stealth on a 5 in 6 chance (1 that everyone gets + 4 for being a Halfling) now receives a +4 on the 2D6 Stealth roll. When you factor in the +1 Dexterity Bonus for a Halfling your get a successful roll for Stealth on a 4+, which doesn't fall too far outside of the 5 chances in 6 that they have now. Specialists can just record where they put their points for bonuses to rolls. No other changes necessary.
I tried D20 hacks to skills based on Saving Throw mechanics and 3D6 hacks based on something I've been working on but the 2D6 integrates the best into what is already in the rules and requires the least amount of work to adapt.