Not really an inspiration thing so much as a thing I did for personal sanity. I mapped the success probabilities in a grid because the core mechanic felt too arbitrary even though speaking realistically it's not that much different from any percentile system.
You can look at it here
This was useful for playtests as it also allowed me to explain to my players that probabilities are not as uneven as they appear and also give them enough resources to know how spending extra points for a bonus on a roll can help.
That's awesome! I'm really glad you took the time to do that (sorry it damaged your sanity). A visual representation of the probability curve is something I'm going to have to include in the book. The dice mechanic is intentionally swingy and uncertain, but I don't want people getting turned off from the game thinking it's impossible or something. Really, with the ability to spend charges and bid for success, it's a less brutal curve than something like CoC.
But I think it's hard for new players to grasp that being badass in your "skill and stat" is not enough to consistently perform, especially with Potential limiting rather than adding. Badass shooters spend a lot of time at the range (+4 Skill) AND burn a lot of ammo (+4 in charges) to get their 80% or something shooting roll. I don't make that apparent enough in the current draft, and mapping the curve like this will help teach that concept faster and with less frustration than seeing a bunch of conservative spends fail at the table.