I think it'd be lovely if there was a tool that would allow players to test their stats amongst themselves. Stat tests would have 2 aspects: self tests and opposed tests. The results would be shown in all the surrounding players' system tab at the chat box, stating only what characteristic was tested, the difficulty of that task and its result.
I'd propose the following way of handling this system (considering maxed stats are 200 and that the system should be as simple to implement as possible):
Single Character Tests:
/test <characteristic> <difficulty> -> A 210 die is rolled. If the roll is bellow the characteristic tested then the test is successful.
(Since 200/210 = 0.95, than this means Maxed players have 95% success for normal circumstances.)
Opposite Tests:
/optest <characteristic> <target_player> <difficulty> ->Target Player gets the chance to reject or accept test; System rolls a 65 die for each player. The value of the roll is added to the characteristic's rank. The two sums are compared, the highest one wins.
(Since 65/200 = 0.325 than this means that luck influences 30% of the outcome.)
Test Difficulty:
Test difficulty virtually adds or remove "ranks" from a player's characteristic (the one that uses the command, always.) I've named them after the type of challenge they are associated with:
Trifle: +60 (+30% Single Test)
Very Common: +40 (+20%)
Common: +20 (+10%)
Normal: 0
Demanding: -20 (-10%)
Very Demanding: -40 (-20%)
Complex: -60 (-30%)
Test Outcomes
There should be 4 types of results:
Success (won by a margin larger than 10%)
Close Success (won by less than 10%)
Stalemate (Tie)
Close Failure (same logic with success)
Failure
This should help make evident that events that are less than trifle shouldn't even be tested, and just auto-accepted.
Why should this be implemented?
In a RPG game, there is usually a way of testing characteristics to decide the success of actions that are not predicted in any other system (like the fighting system and the falling damage system.) In PlaneShift it'd be nice to have this feature as well and I doubt it would be too hard to implement it as I've mentioned. The system I advise to use would still keep player's characteristics unknown (since only the result would be shown), while turning outcomes visible (which is what matters.)
Such a tool would greatly value the stat system, since players would start making more use of their skills and stats rather than walking around them all the time.