I find these kindof 'minigames' more of a gimick than anything else. I'm happy enough passing checks on a skill roll, a wing and a prayer
For a game to say
"NO! You must have AT LEAST 50 lockpick skill before you can even CONSIDER twisting around a little metal pin in this lock! GO AWAY!" isn't the way I like to play my post-apocalyptic RPGs.
Yeah, I'd like to have at least of chance of attempting a skill roll even if I'm under the requirement - I mean even if I have a 5 in Small Guns, I can at least attempt to shoot the frakkin gun.
This came up in another topic dealing with minigames in general, but I'd like to see something where your chance of success/fail was determined by your character skill, but where a minigame could help mitigate some of the penalties (ie, a mini-game that only creates the illusion that you're really affecting the outcome.)
Like if Hacking a terminal was more about trying to reconstruct the damaged code, dragging information out of corrupted sections, etc. Success or fail would be determined at the beginning of the mini-game without the player knowing the outcome (and possibly a countdown timer set with respect to what degree you passed or failed.) Doing very well in the mini-game while failing the skill roll might not grant you access to any options (like controlling turrets) but could give some garbled segments of any information contained in the terminal (with how garbled the information is corresponding to how well you did in the mini-game, as well as your skill level.)
Character skill would still be the primary factor for determining success, with the minigame just being for mitigating some of the penalties if anything.
Or more on-topic: how well you perform the "Medicine" mini-game helps with adding extra hitpoints to your success (with the range of hit points possible being determined by your Medicine skill and how well you passed the skill check.) Failing the skill check means that even doing incredibly well in the mini-game would only give you a couple hitpoints at best, while doing terrible at the mini-game could give you a critical failure.
(For example, if I have 100 Medicine, then the hitpoints I could recover from the mini-game would be, I don't know, 75-100 - with the maximum result being if I did perfect at the mini-game, and 75 if I completely messed up as bad as I could. Performing the same task with 5 Medicine would give me at max 5 or 10 hitpoints if I did it perfectly, and subtracting hit points from the target if I couldn't manage to do at least moderately well at the game. Or have that range of possible outcomes dependant on to what degree you succeeded or failed - ie, even with 5 Medicine I might get a lucky roll once in a while and be able to heal a lot of hitpoints that one time, and even with 100 Medicine I could get an unlucky skill check and I'd get a lesser result regardless of what I did in the mini-game.)
The point would be that character skill still actually determines your success at the skill check, and player skill would just take the place of the random element there. (It's not a new concept to have a first aid roll add say, 5-10 hit points on a succesfull roll - the success at the minigame would determine exactly how many points you recovered - character skill would still determine the success rate, however.)