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<blockquote data-quote="Nadaka" data-source="post: 3134303" data-attributes="member: 14651"><p>Well... there is the resolution mechanic from Pair O' Dice (pronounced Paradise, a game system I made years ago and never published).</p><p></p><p>Basically there was a skill rating that was the sum of your relevant attribute and skill + modifiers (similar enough to a lot of games). </p><p></p><p>Roll 2d10 (hence the name of the system) as a percentile roll. a roll of 5% or less autmatically fails. A roll of 96% or more is a critical success, roll percentile again and add it to your previous amount (example rolled 97, then roll 50, the total is 147%). The 5% autofail rule does not apply to critical success rolls, however the critical success roll does so you can still roll less than 100% on a critical, or you could roll 200%+. </p><p></p><p>Take this percentage and multiply it by your skill rating (a rating of 20 x 76% would be a result of 15.2). Compare the modified value to the difficulty rating (often the sum of an oponents ability and skill + modifiers times his % roll, sometimes just a fixed DC.) If your result is higer than the difficulty rating, you succede. Sometimes the amount by wich you beat the DR had an impact on how well you actually did.</p><p></p><p>Yep, it was a total pain to play unless everyone had a pocket calculator.</p><p></p><p>Did I mention that the initiative system was roundless? Each action took 2d10(added, not percentile)+action time cost in "ticks" to complete. So if you got lucky with a time cost 1 action, you could theoretically perform that action 3 to 5 times before the guy with a time cost 10 action could finish his.</p><p></p><p>Ahh... even more complications. I welcome the relative simple yet effective resolution system of d20.</p></blockquote><p></p>
[QUOTE="Nadaka, post: 3134303, member: 14651"] Well... there is the resolution mechanic from Pair O' Dice (pronounced Paradise, a game system I made years ago and never published). Basically there was a skill rating that was the sum of your relevant attribute and skill + modifiers (similar enough to a lot of games). Roll 2d10 (hence the name of the system) as a percentile roll. a roll of 5% or less autmatically fails. A roll of 96% or more is a critical success, roll percentile again and add it to your previous amount (example rolled 97, then roll 50, the total is 147%). The 5% autofail rule does not apply to critical success rolls, however the critical success roll does so you can still roll less than 100% on a critical, or you could roll 200%+. Take this percentage and multiply it by your skill rating (a rating of 20 x 76% would be a result of 15.2). Compare the modified value to the difficulty rating (often the sum of an oponents ability and skill + modifiers times his % roll, sometimes just a fixed DC.) If your result is higer than the difficulty rating, you succede. Sometimes the amount by wich you beat the DR had an impact on how well you actually did. Yep, it was a total pain to play unless everyone had a pocket calculator. Did I mention that the initiative system was roundless? Each action took 2d10(added, not percentile)+action time cost in "ticks" to complete. So if you got lucky with a time cost 1 action, you could theoretically perform that action 3 to 5 times before the guy with a time cost 10 action could finish his. Ahh... even more complications. I welcome the relative simple yet effective resolution system of d20. [/QUOTE]
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