Core mechanic idea: Lucky 7. Thoughts?

BASHMAN

Basic Action Games
The core mechanic is called The Lucky 7 System. Whenever a character must attempt something where there is some chance to fail, roll a number of d10s (determined by what Quality you are using), keeping any two of them, and add your skill bonus to the total on the dice. If you have rolled equal to or above the difficulty of the task, you have succeeded. If you succeed by 7 or more, your success was something magnificent. You can narrate this magnificent success as you like with most skills, though some have specific effects that occur with a magnificent success, such as disarming a foe.
If the two dice you kept are matching 7s or better, you may roll an additional d10 and add it to the total. If this extra die matches, you may continue rolling and adding until you roll something that doesn’t match. Matching dice make magnificent successes far more likely.
If your total on the dice you keep is ever less than 7, you have blundered. A blunder does not necessarily mean you failed (though that is often the case) but it does mean that something unfortunate (or embarrassing) happened. If you narrate this in an entertaining (and genre appropriate) way, the GM might decide to give you a Fortune Token, which makes your character better able to succeed (or survive) in the future. Here are two examples of narrated blunders:
A skilled musketeer goes onto a frozen pond to fight an enemy—and even though his roll of 6 was enough to hit the enemy, he blundered. The player decides that the musketeer slipped on the ice and bowled the enemy over by accidentally sliding into him.
A pirate sneaks into a room where a bunch of guards are looking the other direction, and all happen to be standing on a rug. The pirate decides to pull up the rug to bowl over the guards. Unfortunately, the player’s roll ended up a 4, not enough to succeed, and a blunder to boot. The player declares that he rips up the rug—but it tears, alerting the guards who all go for their swords while the pirate stares sheepishly at them, armed only with torn rug!

Thoughts so far? Note: Qualities range from 1 (horrible) to 4 (amazing)
 

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Why 7? Is there a mathematical reason?

How do opposed rolls work? If two characters are competing against each other, how do we resolve who wins?

What does someone need to do in order to pick up the dice?

Can you roll dice to convince another character to do something without the consent of the player controlling that character?

When does the DM know that someone should be rolling the dice?

Who decides what Quality is used? How? Can you add in any other "bonuses" at this point? How much information do you have to have before you can proceed? How much is too much - at what point are you "locked in" to your action/dice rolling choices?

Do you have to add in any detail describing your character in the game world or will the mechanics work without doing that? (eg. "I attack. I hit AC 3." "Hit." "8 damage.")

How do we resolve the level of success? What does success/failure on the dice mean in the game world?

Can a blunder result in success for the character's intended action? What about a failure that is not a blunder?
 

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