I’m tempted to say ‘yes’ , because I HATED spending a luck point and still failing.
But I’m a little concerned that, although in practice it simplifies things, it may be harder to understand. I’m not sure how much your average person gets what ‘successes’ are or how they factor into things, especially if they’re on a game that’s using combat but not really general skill rolls.
I’ve run one game that relied mostly on the combat end, and it wasn’t until I started getting deep under the hood to code for a game that relies on rolls more heavily that I really got it (and I’d read all the FS3.2 documentation seeeeeveral times). I’ve explained it to my husband like 5 times now, and have to re-explain every time I’m asking his thoughts on a system change.
So IDK. I think it’d probably be a good idea if you can come up with a good way to make it easy to understand without having to completely get what all goes on under the hood of a combat roll (speaking of, I now give a tiny lol every time someone tells me how simple FS3 is). A table with percentages like you gave above might do it.
And really, I think some people probably interpret +3 to mean a straight +3 like in DND anyway so.