>>6124892Some of my favourite quests are those without rolls kek. They're hard to pull off though due to the need to introduce a high level of puzzle-strategy or drama to make choices meaningful, so I include rolling even in my own. With modifiers, I'd say so long as it's clear which modifier comes from where and they're built up gradually, it's okay to include as many as you like. I think your question is similar to
>>6123347 anon's in that regard, which I answered in
>>6123567 this post.
You have to be careful, however. I tried making complex systems in the past, but always ran into a wall of scaling with the power level of the character and relativity in regards to impact of the dice. Basically 1. making leveling up and obtaining new skills feel meaningful, introduce new moves/mechanics while 2. fitting them into a d100 roll and 3. making sure they provide equal power for high and low DCs. Because if you introduce e.g. +2 modifier from leveling up, for DC = 50 it means a 4% increase in success chance while for DC = 90 it means a 20% increase, you've got to keep it balanced somehow. And when they build up to large numbers, unless you do really small increments (which contradicts with "meaningful leveling") or do rare level ups (which I don't like because I want to provide constant dopamine +SKILL +NUMBER shit), the d100 roll is made irrelevant. I feel like progression in some of the quests I'm making is an aspect that is as important as the drama and plot, and I can only run for a few threads without the characters growing in power too much. I tried fucking with exponential modifiers and weird-sided dice but failed.
You have to keep these problems in mind and solve them somehow to construct a good system of modifiers. I myself have long since resigned to a simple Bo3 1d100 against a guesstimated DC, sometimes tiered. ig roleplaying systems solve it somehow but I'm too adhd to read rulebooks, browsing and taking note of their solutions to these problems lmao.
tl;dr this is all just me going off on a tangent about why I use simple rolls.
If you mind sharing your experience, have you made an elegant system and how? I'd like to hear more about the modifiers and skill+stat stuff you have in mind.