With stats giving an average of 0 and skills giving 1 (for typical case), a take 6 would let you succeed on a task target of 7.
Remember though, that take 10 and take 20 in D&D are very different to one another. Take 10 is 'I am not trying too hard, but I'm good enough to just do this' - You take 50% of the normal result (which in our case might be 7) and you add your stat mods, and voila, you can do most DC10 or DC15 tasks if you have decent mods. So a Take 5 or 6 would be about right equivalently. Cannot be done in 'risky' situations. (I think if a task result is hazardous, or perhaps even uncertain, in MT terms, it should not be allowed).
Take 20, OTOH, is 'I repeat this task, failing it each time, until I succeed'. For crafting, this means you burn a lot of resources and time to get to where you need to be, but it is the 'slow approach wins the race...". Take 10 or 12 might be the same - I've got a difficult task, but all the time in the world and it doesn't matter if I fail a lot along the way. (For instance, I need to crack some difficult 15 crypto... so I spend a month doing it with a computer, take 10, add my mods, and I have a good chance of doing it).