the 2d10 system

well, that is your opinion :)
Any response you get is going to be an opinion. Don't just wave people off this way when you're getting what you asked for. (At least that what I take from your use of the "Review" tag: Please review my system. Usually, it's used when the original poster is reviewing a published product.)

Anyway...

Overall, very confusing. Could have probably left the probabilities for later, and just explain the mechanic using more examples, without the underlying math.

I think you should start with getting rid of the decimal value for Level, and just make it a separate stat/value, with a whole number value of 1 to 20. If I'm reading your table correctly, that's actually how you're treating it. (Otherwise, any die roll on a d10 is always superior to 0.2)

With that assumption, let me paraphrase your rules:

Roll 2d10.
If the results of both dice are over your Level, subtract 1 from your Rank.
If the result of only one die is under or equal to your Level, Rank is unmodified.
If the results of both dice are under or equal to your Level, add 1 to your Rank.
If the total of both dice is under or equal to your Level, add 2 to your Rank.

Then what? What do you do with the resulting Rank? Am I comparing it to something?

If I have Rank 5 and Level 10, and I rolled a 1 and a 3, then I get +2 to my Rank, making it 7. What does my current Rank 7 mean?

Assuming this is supposed to be an Action Resolution mechanic (like rolling the 2d10 to make an attack), what if I'm fighting a Rank 8 opponent? Since I have 0% chance to match or beat his Rank, can I do anything to him?

Edit: Or am I suppose to look up my adjusted Rank and Level and find the assigned point value in the “table” in the third post?
 
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Then what? What do you do with the resulting Rank? Am I comparing it to something?

If I have Rank 5 and Level 10, and I rolled a 1 and a 3, then I get +2 to my Rank, making it 7. What does my current Rank 7 mean?

Assuming this is supposed to be an Action Resolution mechanic (like rolling the 2d10 to make an attack), what if I'm fighting a Rank 8 opponent? Since I have 0% chance to match or beat his Rank, can I do anything to him?
no, he's out of reach

Edit: Or am I suppose to look up my adjusted Rank and Level and find the assigned point value in the “table” in the third post?
the third post shows how Ranks.Levels embrangle ( s'enchevêtrent )
 

he's out of reach, but even if of Rank 8.01 to 8.09 he can drop to Rank 7 whereas the other guy does only Rank 6 or Rank 7 ( due to his .Level of .10 )
 


( perhaps TTRPG/Review is not the good place to print my data ?? )

nethertheless
2. it's not d20 but 2d10
1. it's not intended to " fix " anything
:)
 

( perhaps TTRPG/Review is not the good place to print my data ?? )
It's not about the data. We still don't have a good explanation of how this gets applied in practice in whatever RPG this is intended to be used in. So far it's just about probability distributions. Like saying d20 has 5% chance x Number rolled of rolling that Number or below. That tells me nothing about the d20 game.

So again, asking for an example. Lets say we have character A, a Rank 5 Level 5 fighter facing Character B, also a Rank 5 Level 5 . Character A rolls 2d10, and gets a Rank Modifier of +0. So their adjusted Rank is still 5.

Then what? Is the Rank 5 compared to a Target Number to hit B? Is it an opposed roll by B? Seems like it might be the latter, but I'm not sure.

If it is opposed, what happens if:
  • ends up with an adjusted Rank of 4?
  • ends up with an adjusted Rank of 5?
  • ends up with an adjusted Rank of 6?
Is there Armor in this system? Hit Points? Damage?
 

prrrrt!
I call this sort of data ( from me ) as Skeleton Rules;
theorically it should lead to opposed rolls, with two options:
either winning if superior
or losing if equal or lower
but we could reroll in case of equality ( bof! there are lots of ideas coming from here, and I don't think it is of great importance at this stade )
( remember: skeleton rules )
 


You should be aware that Mophidius Entertainment already uses "2d10 system" for several of their games. The name here is apt to cause confusion.
 

euh by Skeleton Rules I offset Micro-Kernels :)
Which still tells me zip about context and intended use, or even what you're looking for feedback on. You must have some overall vision of the goal of this mechanic, and/or the type of system or game you'd use it in.

All you initially presented was: a value Rank (R), a value Level (L), and a die roll mechanic to generate a weighted modifier of -1 to +2 for R based on comparing the individual die rolls to L.

A die roll mechanic isn't really worth commenting on unless it has some assigned meaning for your game. Otherwise, it's just asking for comments on a die-rolling math probability exercise as an end unto itself. Again, it's like requesting comments on using a d20 for a game by showing that each number on a d20 represents a cumulative 5%. It's self-evident and not really worthy of discussion without knowing what the die result means or how it's used.

With further prompting, you filled in some other details: once a Rank is modified by the roll, it's compared to an opponent's Rank to see who "wins". So now we're getting closer to an actual Resolution mechanic. But you don't seem certain even on the specifics of that, e.g., whether it's an opposed roll or against the opponents' static value, or whether a tie represents a loss (for who is another question) or requires a re-roll. This is where the math can shift greatly, and you don't have anything for that.

I'd say a Resolution Mechanic would be the smallest systemic "micro-kernel" worth discussing about a WIP game, and you don't have that yet.

Based on what you do have so far, here's some issues I see:
  1. Level seems much more important than Rank. Example: Rank 4 Level 20 will beat a Rank 5 Level 1 literally 99% of the time. This seems odd since I think the expectation would be Rank 5 should generally be better than Rank 4, regardless of Level. (Not sure how Ranks and Levels are increased, but didn't the 5.1 have to be 4.20 first? And now they're worse than 4.20?)
  2. Two equal Ranks both with Levels in the > 10 range will do nothing but tie the majority of the time, including 100% of the time if both are Level 20.
  3. Re-rolls are not fun, and would slow gameplay, especially if ties are common. Also, per point 2, they might be infinite, or at the very least, a single check might require many, many rerolls.
  4. A difference of 3 or 4 Ranks (depending on Level) means the higher level has a 100% success rate. Sounds like that's a design goal, but really doesn't feel right to me.
 
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