To answer the earlier question, an alteration which halved the probability of failure would indeed change an exactly-0% probability of success into a 50% probability of success.
If one is choosing between lower increases for higher values, unchanged increases for higher values, and greater increases for higher values, then the first has the advantage of not quickly giving numbers over 100%. I note though that the opposite effect (such as hexing a foe?) would require halving the probability of success instead of doubling the probability of failure.
The effect you describe, whereby a single calculation can give large changes for medium values and small values for extreme values, is of interest to me: starting with (for instance) 5%, 50% and 95%, what exact procedure is taken to increase the log probability by log(2) and return modified percentages?
Edit: (A minor note that, from a gameplay standpoint, for things intended to have small probabilities one could just have very large failure-chance multipliers and so still have decreasing returns. Things decreed as effectively impossible would not be subject to dice rolling or similar in any case, and so need not be considered at length. In-game explanation for the function observed could be important; if it is desirable that progress begin slow, then speed up, then slow down again, rather than start fast and get progressively slower, then that is also reasonable.)
what exact procedure is taken to increase the log probability by log(2) and return modified percentages?
The simplest way is to use odds ratios instead of log probability. 5% is 1:19. Multiply that by 2:1 and you get 2:19 which corresponds to 9.52%. If it’s close to 100%, you get close to half the probability of failure. If it’s close to 0%, you get close to double the probability of success.
This can be done with dice by using a virtual d21. You can do that by rolling a higher-numbered die and re-rolling if you pass 21. Since the next die up is d100, you can combine two dice to get d24 or d30 the same way you combine two d10s to get a d100. Alternately, use a computer or a graphing calculator instead of a die, and you can have it give whatever probabilities you want.
To answer the earlier question, an alteration which halved the probability of failure would indeed change an exactly-0% probability of success into a 50% probability of success.
If one is choosing between lower increases for higher values, unchanged increases for higher values, and greater increases for higher values, then the first has the advantage of not quickly giving numbers over 100%. I note though that the opposite effect (such as hexing a foe?) would require halving the probability of success instead of doubling the probability of failure.
The effect you describe, whereby a single calculation can give large changes for medium values and small values for extreme values, is of interest to me: starting with (for instance) 5%, 50% and 95%, what exact procedure is taken to increase the log probability by log(2) and return modified percentages?
Edit: (A minor note that, from a gameplay standpoint, for things intended to have small probabilities one could just have very large failure-chance multipliers and so still have decreasing returns. Things decreed as effectively impossible would not be subject to dice rolling or similar in any case, and so need not be considered at length. In-game explanation for the function observed could be important; if it is desirable that progress begin slow, then speed up, then slow down again, rather than start fast and get progressively slower, then that is also reasonable.)
The simplest way is to use odds ratios instead of log probability. 5% is 1:19. Multiply that by 2:1 and you get 2:19 which corresponds to 9.52%. If it’s close to 100%, you get close to half the probability of failure. If it’s close to 0%, you get close to double the probability of success.
This can be done with dice by using a virtual d21. You can do that by rolling a higher-numbered die and re-rolling if you pass 21. Since the next die up is d100, you can combine two dice to get d24 or d30 the same way you combine two d10s to get a d100. Alternately, use a computer or a graphing calculator instead of a die, and you can have it give whatever probabilities you want.
Thank you!