This is a six of one, half a dozen of another thing where I prefer big numbers being good and small numbers being bad. Instead of rolling the skill or under, you roll the d10 + the relevant skill +/- modifiers versus a Target Number ten. Ones always fail, tens always succeed.
I much rather prefer this rolling method (as seen in D&D) as opposed to the default roll under system (which is more like CoC). I don't alter the cards that roll a d10 and determine the result (though if I could reprint the cards I would). It is just an odd quirk with me from too many tabletop rpgs where this is the case.
Fortune cookie says, You must learn to be more flexible.
When explaining the rolling system to my players I tell them to think of it in terms of percentages. A 6 means you have a 60% chance to succeeded, so their role needs to be within that 60%. You might have an easier time if you break out the 1D10x10 from D&D.
I do find it easier. I have played way more games where rolling high is good (mostly D&D) and there is always the negative learning and cogitative dissonance rolling high being bad. I also tend to add/subtract modifiers straight off the roll not the character sheet.
I have played a lot of table top rpgs and work hard to hide knowing the % for rolling the dice as it pulls me away from immersion in favor a gaming. Everyone is correct that method in the game is far easier if you haven't been bias by years honing your great dice rolling skills for big numbers.