This is basically why systems like GURPS go for randomization mechanics that approximate a normal distribution.

You could mimic GURPS and rescale the skill numbers from the 1-100 scale to 3-18, and then roll 3d6 against them.  Or perhaps it might be interesting to try keeping the skill numbers the same and rolling 5d20 instead of d100.  (Super bonus points if you can work out a way to roll 3d33.  Given your username, I don't see why this answer should limit itself to the boring kind of geometry, the sort that's *physically possible*.)

The Unknown Armies approach of, rather than having a big laundry list of potential modifiers that pretty much guarantees the GM is never going to apply any of them, having three levels of criticality of the skill check, the less severe of which give you a nice hefty bonus, might also be useful.  You're much more likely to get your +20% to effective skill if all the GM has to decide is that cornering a car is a Meh-grade task.