RQ uses the following table to indicate levels of competency. I've extended it to add quality and value.
Skill | Rating | Quality | Value |
01 - 25 |
Novice |
0 | unsellable to *1/3 |
25 - 50 |
Competent |
1 | *2/3 |
50 - 75 |
Professional |
1 | *1 |
75 - 100 |
Expert |
2 | *2 |
100 - 125 |
Master |
3 | *4 |
125+ |
Grand Master |
5 | *5 (or more) |
When making an item (or performing any sort of lengthy skill use) then failure does not mean that the task is necessarily failed; simply that it is not as good; i.e that the quality is lower. To model this then: a success produces an item of the Quality indicated. Failure means that the item is one quality rating less than normal. Quality 0 means that the item is not fit for purpose though a sucker might not realise at first. Anything lower than 0 is a complete failure. Modifiers to the skill do affect the Quality outcome. So if a novice (skill 21%) takes twice as long as normal to produce the item (+20% to skill) then their rating of 41% will enable them to make a "competent" (Quality 1) item. This is why more time, better tools and facilities, help from a teacher and so on allow poor crafters to make stuff. Clearly taking less time or trying to make more challenging items mean that even a Grand Master might produce something that is only competent.
How good is an item? An enhancement 'costs' 1-4 points of quality. Some obvious ones:
2 enhancements add 1 HP or 1 AP to the object. (Limits to the size of object)
3 enhancements add +5% or +1 'effect' (ie. damage) to the object.