Slipped my mind, my bad.
Essentially, Easy requires half of your dice count to be successes to succeed, Normal requires an amount of successes equivalent to your dice count to succeed, and Hard requires half again the number of dice you have to be successes to succeed. It rounds down on Easy, up on Hard.
So, if you were rolling with five dice, you'd need 2 Successes to pass an Easy check, 5 to pass a Normal, and 8 to pass a Hard. I feel like that's reasonable, but I'm open to suggestions.
Not all rolls are subject to this rule, however, the ones that are are marked.
This terminology is gonna be confusing and result in hard feelings because we're gonna fail most Normal rolls going by these benchmarks. The actual average number of successes is just over 2/3 of the dice at most skill dice pools (it's basically 2/3 for practical purposes, only artificially higher because rolls of exactly one success are more common, which is irrelevant to things like this that require more than one success), so rolling successes equal to the dice is not an average roll, but a really good one.
I'm not a good enough math analyst to tell you the exact probabilities, which will vary by dice pool anyway, but getting successes equal to your dice pool will be happening
well under half the time. I mean, to achieve that result, 5s and 6s need to outnumber 1s and 2s by a 2 to 1 ratio or more, which is a tall order (or you could roll zero 1s and 2s, I suppose).
I'd suggest Easy as either staying the same or being 1/3 the dice pool if you want it to actually be hard to fail, normal as 2/3 of the dice pool (rounded down...it kinda has to be), and Hard as equal, with something like Extreme for 1.5 times. This can certainly be an Extreme roll in that case, as I'm not arguing that this roll should be easier, just that Normal needs to be something there are at least around 50% odds to succeed at.
I will note Hard stuff becomes exponentially more difficult the more dice we have, as the larger the roll, the more it will revert to average. But if that's an intended effect, that's fine.
This is true, but less true in this system than is usual. The fact that averages include some dice rolling negatives makes dice pools wildly swingy by more conventional die rolling standards.
Like, the average on 6 dice is 4 successes (which is what you get if you roll 1, 2, 3, 4, 5, 6), but turn that 2 into a 3 and suddenly you have just rolled 6 successes. On the other hand, turn the 3 into a 2, and you've only rolled 2. Dice pools still tend more towards the norm as they get higher, absolutely, but it remains swingier than you'd expect.