Here's another idea to give all PCs interesting things to do every round.
Skill Dice (one-rule to bind them – MDD and Skill Dice become 1 Universal Mechanic)
Make 4 tiers
Lv 1-5 gets 1d6 skill dice
Lv 6-10 gets 2d6 skill dice
Lv 11-15 gets 3d6 skill dice
Lv 16-20 gets 4d6 skill dice
Give different ways to use the skill dice to each class…some overlap.
Possible Uses (Each becomes a feat, either class granted or trained at DM discretion) Bonus to trained skills (all PCs) Extra Damage for Melee Classes (Clerics can use ½ the amount of dice for melee)
Parry with weapon or shield (any martial PC or a shield proficient PC)
Deflect Missle (monks) – reduces damage vs. 1 missle attack.
Elemental Barrier (wizard or cleric) – reduces elemental damage vs. 1 energy attack. Magical Shield (abjurer/other wizards who buy in) – reduces damage vs. 1 melee or ranged attack
Extra Healing for Spells (Healing spells don’t scale otherwise) (Magical Healing PCs) Extra Damage for Spells (Damage doesn’t scale otherwise) Area spells add ½ dice to damage. For any damage soaking maneuver, the PC can choose to split the dice vs. multiple attacks. For extra damage, the PC can choose to split the dice vs. on multiple hits vs. multiple opponents.
Notice: For skill attempts, Tier 2 proficient PC on average will score about a 20 or 21, a Tier 3 proficient PC will score about a 24 or 25, a Tier 4 proficient PC will score a 28 or 29. This still gives PCs chances to fail at appropriately difficult challenges. Also, even though a Wizard can get something that could protect himself or herself from 1 attack, in most cases it will only absorb a limited amount of damage on average.