I dig these threads so much. They are great resources, and there are so many creative systems out there. Here's the one used in my group's homebrew system, with which I'm pretty happy.
Homebrew System (Variant Dice Pool):
Die type: d6 dice pool with variable number of dice plus a bonus to the check that is distributed among the dice, against a Target Number (TN) for each die. Dice explode on a natural 6, and their new value is 5 plus the result of a reroll. Each die may explode any number of times. If the bonus is 1 or greater it is distributed to maximize the number of successes. If it is -1 or lower it is distributed to minimize the number of successes. A natural 1 is never a success.
(Example: 4d6 + 3 vs. TN 7. The dice show 1, 3, 5, and 6. The 6 explodes and shows a 2, so its total value is 7. We add two points of the bonus to 5, making it 7, so it is also a success. The one remaining point of bonus isn't enough to make the 3 a success, and a 1 is never a success. The check has two successes.)
Probability type: Distorted binomial, such that its skewness is more negative than its nominal value when the check bonus is positive.
General Observations: The distributable bonus tends to make checks more reliable -- with a large enough bonus it is possible to get some measure of success against a high TN even if the die rolls themselves are modest. It also turns near successes into successes. We have defined three rules of thumb for TNs to guide players and DMs, given "typical" PCs with +3 training: TN 5 is easy and usually results in multiple successes, TN 8 is medium and usually results in a single success, TN 11 is hard and results in a success half the time. (For untrained average humans these TNs give expectations of about 1 success, half a success, and 1/10 a success, respectively.) In my opinion that is a defensible mapping of the terms to what the statistics say, so a DM can think about a task qualitatively and quickly interpolate a suitable TN using the rule of thumb. This aspect might even be faster than d20 in some cases, where if the DM wants a 50% chance of success on some impromptu check she might have to ask a player what his bonus is, taking time at the table.
The probabilities are non-obvious, hence the rule of thumb, which might be a turn-off for some (sorry garrowolf!), but so far everyone who has played has quickly grokked the basics. I actually enjoy not thinking about percentage chances while at the table, which I did somewhat obsessively in d20. Anyway, it gives good results with not very much calculation if the number of dice and bonus are kept modest. In our system the typical roll has about 5-6 dice, with a bonus no greater than 6. The algorithm is simple: find natural successes, then find near misses and add the bonus until you can't anymore. This is a very fast sorting process with counting and addition of small integers, and only rarely any other arithmetic. Compared to other dice pool systems it isn't that much slower, especially if those have more addition or eventually require the proverbial bucket of dice on every check. It's obviously slower than d20, but also has finer granularity of outcomes, although that's true of many dice pool systems.
Treating exploding die as 5 also smooths out the "6==7" issue from Shadowrun. (I'm kind of a math purist that way -- the exploding dice issues with Savage Worlds also bother me. In my RPG systems, if something is an upgrade of something else, I want it to be strictly non-inferior.) Anyway, on multiple explosions it should be faster to calculate for most people since, after 10s, multiples of 5 are usually easiest to use.
The system doesn't have critical successes in a d20 sense, although we have defined 1, 3, 5, and 7 successes as significant qualitative thresholds. We do define critical failures, however, which is a failed check that also has no successes at TN=original TN-3. This has a nice interpretation in terms of the rule of thumb. Plus, if most checks in everyday life are 5 or less, the only way to critically fail is usually to roll all 1s. For climbing a perilous mountain, not so much. I, at least, like this much better than a flat 5% chance of rolling a 1 on any check.
Finally, I really like the qualitative feel of how attributes and skills in the system affect the math in unique ways. The number of dice rolled is given by a primary attribute (e.g. Agility), and the bonus is determined by training in a skill. The attributes for PCs are between 3 and 6. Skills, and therefore bonuses on checks, are between 0 and 6 (untrained to legendary). Attributes define maximum potentiality, and can really be powerful, especially for easy tasks. But difficult checks can't be counted on to succeed reliably. For that you have skills, which nearly guarantee some measure of success on ever more difficult checks, and frequently turn multiple near misses into successes on easy ones. They also have a much stronger effect on reducing critical failures than extra dice.
Weaknesses of the system are that it doesn't scale very well to buckets of dice or very high bonuses, where both the number of successes and the calculation thereof gets out of hand. I envision an attribute of 11 as essentially deific. Similarly, creatures with 1-2 dice simply don't work very well in the system, especially in combat or anything where critical failure is significant. Another weakness is checks with multiple TNs, such as a fireball encompassing several creatures. In this case the system can get bogged down about the same as 3.5 did with multiple saves. Some checks are not well suited to the idea of a "least degree of success", or are so well-suited to requiring a specific number of successes that setting the TN isn't obvious. Similarly, when circumstances require a modifier on a check whether it should be a TN change or a change to the bonus is sometimes a gray area, although there are guidelines. More subjectively, the vague nature of the probabilities at the table may be a nuisance for some DMs or players. Finally, the learning curve is larger than d20 or any d100 roll under system, especially for a DM.
I still think it's awesome, but I'm totally biased!
