Task Resolution Charts, FASERIP Alternity, FUDGE FASERIP, d20 FASERIP, Savage Worlds FASERIP
I mentioned that there was a time in the late 80s, early 90s when it seemed that everyone was wielding a fist full of d6 at the game table. (See That Other OGL System). But before that time, there was an era when it seemed like every game produced was using a four colour action resolution table for its core game mechanic. Marvel Superheroes was one of the first TSR products to utilize such a system.
Marvel had some traction in the groups I knew at the time. Comic books were popular and being able to setup imaginary fights between the Hulk and Wolverine were a popular pastime. I did not mind the chart for Marvel as it seemed novel and made the game unique. Plus, we did not play it nearly as much as other games, so the additional time spent looking up results on the table did not seem like much. But it wasn't long until TSR started producing "revisions" to older games that would now be upgraded to use the same shiny colourful charts.
Similarly, when Star Frontiers was upgraded with Zebulon's Guide to frontier space, it too, started using a chart. The ability to have degrees of success was starting to "sink in" to my gaming style, but I disliked having to describe the system to players. Not having a handy photocopier, it was distracting to have to consult the chart all the time, and convey that information to the players so they could make informed choices about the likelyhood of success.
Zeb Cook was behind the update to Star Frontiers, and he also wrote another game in the mid 80s with an action table, Conan. Each of these four charts do not follow an easy to use mathematical formula, although some close matches have been devised over the years.
If I had all the time in the world, I would try to contrast the four different charts inherent probabilities and see how closely they align.
Ultimately, I find that the "degrees of success" benefit was done in a much more elegant way by the Alternity system. Instead of having a chart, Alternity has a "half of your skill score, round down". Then you take that number and cut it in half, round down. The goal is to roll low on a d20.
For example, if your fighter has a skill of 15 in long sword, you would write
long sword, 15 / 7 / 3
A critical hit would be 3 or lower
A moderate hit would be 7 or lower
A weak hit would be 15 or lower