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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Open_Ended_D10&amp;diff=45269</id>
		<title>Talk:Open Ended D10</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Open_Ended_D10&amp;diff=45269"/>
		<updated>2007-03-04T00:38:08Z</updated>

		<summary type="html">&lt;p&gt;Kermel: /* Problem With Method? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Problem With Method?===&lt;br /&gt;
&lt;br /&gt;
Although your method appears simple, it&#039;s simplicity is a problem. It is assuming only a single value (Skill) affecting the die, but in most design systems you have both a Skill and a Attribute that intertwine to produce a success value.&lt;br /&gt;
&lt;br /&gt;
Because you use only a single die, the combined values would overwhelm the randomness factor in regards to the success if both attribute and skill are ranged 1-10 or even 1-5 each, unless you open end the die for the high end for failure (which is not how it works in HARP (the current incarnation of rolemaster).&lt;br /&gt;
&lt;br /&gt;
I see no easy way of dealing with this problem.&lt;br /&gt;
&lt;br /&gt;
joeteller  (unquietsoul  on gmail.com)&lt;br /&gt;
&lt;br /&gt;
===Re: Problem With Method?===&lt;br /&gt;
&lt;br /&gt;
Hi, Joe! First of all thank you for your comment, and forgive me if I don&#039;t answer it properly as I&#039;m new to wikis and discussion.&lt;br /&gt;
&lt;br /&gt;
Whereas in many systems it is done as you say, adding Attribute and Skill together (not something I personally like, you begin adding more and more things up and the system gets complicated and munchkin-friendly), in some of them Attribute has far less range than skill. In BRP Skill goes from 1 to 100 whereas Attribute only goes from 3 to 18. In Rolemaster Skill typically tops about 100 or so, whereas Attribute bonus tops at what, +35?.&lt;br /&gt;
 &lt;br /&gt;
So with Open Ended D10 you could have Skill from 1 to 10 and Attributes only from 0 to 2 or 0 to 3. In this case you would certainly use the Fine Grain rule for Attributes, so you can have Strength 0,7 meaning that 70% of the time you have a value of 1 and 30% you only have a value of 0. Rolling the die everytime would be very time-consuming, so just roll it for every fight/scene and keep the result until the next.&lt;br /&gt;
&lt;br /&gt;
You should also check the Beyond Success section, which I admit is poorly worded (I&#039;m not a native English speaker). Basically it further broadens the possible range of Skills by adding Mastery Ranks. If you really wish to add up Atrributes and Skills scores you could say you pay 8 points for a Mastery Rank, so that if you have Attribute 7 and Skill 5, for a total of 12, your score actually becomes 12 = 8 + 4, 4 with a Mastery Rank. That would give you a Critical Success rolling under 4, and a Normal Success rolling over 4.&lt;br /&gt;
&lt;br /&gt;
I hope you might find my ideas somewhat useful. Read you! :)&lt;br /&gt;
&lt;br /&gt;
Enrique Martín&lt;br /&gt;
enrique@aerobicos.org&lt;/div&gt;</summary>
		<author><name>Kermel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hit_Effect_Vs_Hit_Damage&amp;diff=29874</id>
		<title>Hit Effect Vs Hit Damage</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hit_Effect_Vs_Hit_Damage&amp;diff=29874"/>
		<updated>2006-08-15T12:13:12Z</updated>

		<summary type="html">&lt;p&gt;Kermel: /* Stopping Power vs Lethality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game_Mechanic]]&lt;br /&gt;
&lt;br /&gt;
Here I present a general idea, rather than a developed and detailed game mechanic, I have come up with regarding damage. The main problem I find with most damage mechanics is that lots of undesirable complexity and book-keeping is required. With this approach I try to eliminate or at least reduce them to more manageable levels, while retaining the stress factor that damage introduces in a roleplaying game situation.&lt;br /&gt;
&lt;br /&gt;
Enrique Martín, 2006. Under construction.&lt;br /&gt;
&lt;br /&gt;
==Don&#039;t roll for damage, roll for effect==&lt;br /&gt;
&lt;br /&gt;
Ok, so there is the classic adventurers party fighting against a bunch of, let&#039;s say, orcs, and one of those monsters happen to hit Gorbal the fighter with a mace.&lt;br /&gt;
&lt;br /&gt;
Now, in this situation, you would typically roll for damage. In D&amp;amp;D you would roll how many hit points Gorbal takes from the blow (whatever that means), in other systems you might roll for location, criticals, damage soaking... but the underlying point is &amp;quot;Let&#039;s determine how serious this wound is&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
However, either the damage roll is too simple and unsatisfying, such as in D&amp;amp;D, or you need to go through lots of steps, rolls, chart consulting, etc. to solve this. It would seem like the combat suddenly stopped and everyone keep staring at poor Gorbal saying things like &amp;quot;Well, at least he was wearing a helmet&amp;quot;, &amp;quot;This is going to take a lot of mending&amp;quot; or just &amp;quot;Ughhh&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
I like a detailed description of a wound, but I find too much detail unnecessary during the course of action. If Gorbal is heavily hit in the arm what does anyone care whether the arm is only bruised or is broken, or how many days will it take to heal in that very moment when Gorbal is fighting for his life? Or if Gorbal falls into a coma, is it important to know in that precise moment how many days will it take for him to awaken afterwards, or if he will suffer permanent nerve damage? Cannot we wait until the combat is over to examine Gorbal wound in detail?&lt;br /&gt;
&lt;br /&gt;
So, in order to find some balance between wound detail and playability I propose dividing this process in two parts:&lt;br /&gt;
&lt;br /&gt;
#Roll for effect: In the course of action you only determine how Gorbal (the victim) is affected in the short-term by the hit he has just received. It&#039;s a quick roll, so action continues without interruption.&lt;br /&gt;
#Roll for damage: After combat or action, when characters are able to examine their wounds, you can roll dice again for damage, obtaining precise and long-term information. Maybe complicated charts crossing damage type against armour are consulted, it doesn&#039;t need to be a quick roll.&lt;br /&gt;
&lt;br /&gt;
==Stopping Power vs Lethality==&lt;br /&gt;
&lt;br /&gt;
In order to understand the difference between Hit Effect and Damage we must think in terms of Stopping Power besides Lethality: many lethal wounds do not instantly kill or even disable the target, they being capable of fighting for a short time; similarly there are many non-lethal wounds which knock out the target at once, rendering them helpless.&lt;br /&gt;
&lt;br /&gt;
Some examples (note that I&#039;m no expert and they might be inacurate):&lt;br /&gt;
&lt;br /&gt;
*Lethal and Stopping Wound: Beheading&lt;br /&gt;
*Lethal but Non-stopping Wound: Puncturating kidney&lt;br /&gt;
*Non-lethal but Stopping Wound: Head sapping&lt;br /&gt;
*Non-lethal and Non-stopping Wound: Punching&lt;br /&gt;
&lt;br /&gt;
Obviously both Lethality and Stopping Power are no all or nothing concepts, we should rather refer to High or Low Lethality or Stopping Power hits. Crude, blunt weapons tend to be more stopping than lethal, whereas low-caliber firearms can have a relatively low stopping power but be highly lethal.&lt;br /&gt;
&lt;br /&gt;
==The Hit Accumulation Paradigm==&lt;br /&gt;
&lt;br /&gt;
Under Construction.&lt;br /&gt;
&lt;br /&gt;
==Different Hit Effects==&lt;br /&gt;
&lt;br /&gt;
Under construction.&lt;br /&gt;
&lt;br /&gt;
==Describing Hit Effects==&lt;br /&gt;
&lt;br /&gt;
Under construction.&lt;/div&gt;</summary>
		<author><name>Kermel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hit_Effect_Vs_Hit_Damage&amp;diff=29873</id>
		<title>Hit Effect Vs Hit Damage</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hit_Effect_Vs_Hit_Damage&amp;diff=29873"/>
		<updated>2006-08-15T11:54:02Z</updated>

		<summary type="html">&lt;p&gt;Kermel: General Structure&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game_Mechanic]]&lt;br /&gt;
&lt;br /&gt;
Here I present a general idea, rather than a developed and detailed game mechanic, I have come up with regarding damage. The main problem I find with most damage mechanics is that lots of undesirable complexity and book-keeping is required. With this approach I try to eliminate or at least reduce them to more manageable levels, while retaining the stress factor that damage introduces in a roleplaying game situation.&lt;br /&gt;
&lt;br /&gt;
Enrique Martín, 2006. Under construction.&lt;br /&gt;
&lt;br /&gt;
==Don&#039;t roll for damage, roll for effect==&lt;br /&gt;
&lt;br /&gt;
Ok, so there is the classic adventurers party fighting against a bunch of, let&#039;s say, orcs, and one of those monsters happen to hit Gorbal the fighter with a mace.&lt;br /&gt;
&lt;br /&gt;
Now, in this situation, you would typically roll for damage. In D&amp;amp;D you would roll how many hit points Gorbal takes from the blow (whatever that means), in other systems you might roll for location, criticals, damage soaking... but the underlying point is &amp;quot;Let&#039;s determine how serious this wound is&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
However, either the damage roll is too simple and unsatisfying, such as in D&amp;amp;D, or you need to go through lots of steps, rolls, chart consulting, etc. to solve this. It would seem like the combat suddenly stopped and everyone keep staring at poor Gorbal saying things like &amp;quot;Well, at least he was wearing a helmet&amp;quot;, &amp;quot;This is going to take a lot of mending&amp;quot; or just &amp;quot;Ughhh&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
I like a detailed description of a wound, but I find too much detail unnecessary during the course of action. If Gorbal is heavily hit in the arm what does anyone care whether the arm is only bruised or is broken, or how many days will it take to heal in that very moment when Gorbal is fighting for his life? Or if Gorbal falls into a coma, is it important to know in that precise moment how many days will it take for him to awaken afterwards, or if he will suffer permanent nerve damage? Cannot we wait until the combat is over to examine Gorbal wound in detail?&lt;br /&gt;
&lt;br /&gt;
So, in order to find some balance between wound detail and playability I propose dividing this process in two parts:&lt;br /&gt;
&lt;br /&gt;
#Roll for effect: In the course of action you only determine how Gorbal (the victim) is affected in the short-term by the hit he has just received. It&#039;s a quick roll, so action continues without interruption.&lt;br /&gt;
#Roll for damage: After combat or action, when characters are able to examine their wounds, you can roll dice again for damage, obtaining precise and long-term information. Maybe complicated charts crossing damage type against armour are consulted, it doesn&#039;t need to be a quick roll.&lt;br /&gt;
&lt;br /&gt;
==Stopping Power vs Lethality==&lt;br /&gt;
&lt;br /&gt;
Under construction.&lt;br /&gt;
&lt;br /&gt;
==The Hit Accumulation Paradigm==&lt;br /&gt;
&lt;br /&gt;
Under Construction.&lt;br /&gt;
&lt;br /&gt;
==Different Hit Effects==&lt;br /&gt;
&lt;br /&gt;
Under construction.&lt;br /&gt;
&lt;br /&gt;
==Describing Hit Effects==&lt;br /&gt;
&lt;br /&gt;
Under construction.&lt;/div&gt;</summary>
		<author><name>Kermel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Open_Ended_D10&amp;diff=18081</id>
		<title>Open Ended D10</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Open_Ended_D10&amp;diff=18081"/>
		<updated>2006-01-27T22:10:35Z</updated>

		<summary type="html">&lt;p&gt;Kermel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game_Mechanic]]&lt;br /&gt;
&lt;br /&gt;
Here I present a game mechanics idea I have for a possible game system I might do some day in the future. Things never get done until you write them down, so I decided to include it here in the wiki. You&#039;re all of course invited to use it in your own games and tweak it as you like.&lt;br /&gt;
&lt;br /&gt;
I just want to take the typical d100 roll you find in Runequest (with critical hit and miss) and the open ended d100 roll in Rolemaster (with an infinite array of results) and meld them into a d10 roll. I find d100 rolls a mess because rolling two dice at the same time usually means that they scatter all around the table and floor, and they make calculations (as including modifiers or determining success) more difficult without actually adding anything in return.&lt;br /&gt;
&lt;br /&gt;
Enrique Martín, 2006.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
I will begin this article with an example. The rules per se are explained in the following sections. Let&#039;s go :&lt;br /&gt;
&lt;br /&gt;
Dorbud the thief is trying to sneak into a mansion and needs to silently pick a lock. The Game Master calls for a Lockpicking skill test, and Dorbud&#039;s score is 3 out of 8(he&#039;s not very good in this trade). So, Dorbud&#039;s player rolls 1d10 and...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Rolls a 3, &#039;&#039;&#039;success&#039;&#039;&#039;. ¡He makes it! After several minutes fumbling with his lockpicks, Dorbud opens the door and sneaks in.&lt;br /&gt;
&amp;lt;li&amp;gt; Rolls a 8, &#039;&#039;&#039;failure&#039;&#039;&#039;. Dorbud spends some time working hard but to no avail. As he cannot risk staying in that place for much longer, he will have to try another entrance.&lt;br /&gt;
&amp;lt;li&amp;gt; Rolls a 0, critical. Sooooo, what happens now? We&#039;ll see it with another d10 roll:&lt;br /&gt;
 &amp;lt;ul&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt; Rolls a 1, &#039;&#039;&#039;lucky success&#039;&#039;&#039;. Dorbud drops his lockpicking tool and when he picks it up notices a key laying on the floor. He tries it in the lock and it fits! Haha, it was never so easy!&lt;br /&gt;
 &amp;lt;li&amp;gt; Rolls a 2, &#039;&#039;&#039;critical success&#039;&#039;&#039;. It only takes 30 seconds before Dorbud is in, leaving no trace of his presence.&lt;br /&gt;
 &amp;lt;li&amp;gt; Rolls a 5, &#039;&#039;&#039;critical failure&#039;&#039;&#039;. Oh dear, he messed it up! &lt;br /&gt;
 &amp;lt;li&amp;gt; Rolls a 9, &#039;&#039;&#039;lucky failure&#039;&#039;&#039;. Just when he almost had it opened, a small dog aproaches and starts barking surprisingly loud. Dorbud is forced to run for his live before the guards get him.&lt;br /&gt;
 &amp;lt;li&amp;gt; Rolls a 0 again. This is going to be epic! Let&#039;s roll the die again!&lt;br /&gt;
  &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; Rolls a 3, &#039;&#039;&#039;double critical success&#039;&#039;&#039;. Just like in the movies, Dorbud introduces the lockpick and in a couple of seconds the lock opens with a faint click. The guildmaster would be very proud of Dorbud if he saw this.  &lt;br /&gt;
  &amp;lt;li&amp;gt; Rolls another 0, yet another 0 followed by a 9. &#039;&#039;&#039;¡¡¡Cuadruple lucky failure!!!&#039;&#039;&#039; Lightning strikes poor Dorbud, who falls to the floor and takes a lot of damage. The lockpick gets stuck in the lock both being rendered useless. A nearby hay cart gets on fire, and everyone in the mansion is waking up and coming to see what has happened.&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So that&#039;s all (well, most at least). If you&#039;re still interested, keep reading.&lt;br /&gt;
&lt;br /&gt;
== Rolling the die ==&lt;br /&gt;
&lt;br /&gt;
You have an attribute/skill/whatever usually ranging from 0 to 9 that you need to test in a given situation.&lt;br /&gt;
You roll one standard ten-sided die :&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If you roll a number from 1 to 9 you compare it with your attribute.&lt;br /&gt;
 &amp;lt;ul&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt; If you roll less or equal than your attribute you get a &#039;&#039;&#039;success&#039;&#039;&#039;.&lt;br /&gt;
 &amp;lt;li&amp;gt; If you roll more than you attribute you get a &#039;&#039;&#039;failure&#039;&#039;&#039;.&lt;br /&gt;
 &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; However, if you roll a 0 (also labelled 10 in some d10 dice) you get a critical result, which can be either very good or very bad. To determine it you have to roll a second die.&lt;br /&gt;
 &amp;lt;ul&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt; If you roll a number from 1 to 9 you compare it with your attribute.&lt;br /&gt;
  &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; If you roll less or equal than your attribute you get a &#039;&#039;&#039;critical success&#039;&#039;&#039;.&lt;br /&gt;
  &amp;lt;li&amp;gt; If you roll more than you attribute you get a &#039;&#039;&#039;critical failure&#039;&#039;&#039;.&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt; If you roll 0 again you get a double critical result. Rolling a third die will determine whether it is a &#039;&#039;&#039;double critical success&#039;&#039;&#039; or a &#039;&#039;&#039;double critical failure&#039;&#039;&#039;. Of course getting more 0&#039;s would yield triple criticals, cuadruple criticals and so on.&lt;br /&gt;
 &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Automatical success and failure rule ==&lt;br /&gt;
&lt;br /&gt;
The die roll represents how well or bad the character fares using his existing attribute in a given situation. But sometimes external unpredictable events can determine the outcome in spite of the character effort and skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt; If a 0 is rolled (critical result), then :&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If you roll a 1 you get a &#039;&#039;&#039;lucky success&#039;&#039;&#039; regardless of your attribute score. &lt;br /&gt;
&amp;lt;li&amp;gt; If you roll a 9 you get a &#039;&#039;&#039;lucky failure&#039;&#039;&#039; regardless of your attribute score.&lt;br /&gt;
&amp;lt;li&amp;gt; If you roll a 0 (double critical result) you can then get &#039;&#039;&#039;double lucky success&#039;&#039;&#039; by rolling a 1 or &#039;&#039;&#039;double lucky failure&#039;&#039;&#039; rolling a 9, and so on.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
The open-ended d10 roll is technically equivalent to the Runequest d100 roll where a score of 1 would become a 10%, a score of 2 a 20% and so on. Everytime there is a 10% probability of getting a critical result, just in Runequest (for example, if you had a 40% you would get a critical sucess with 01-04 and a critical failure with 95-100 in your d100 roll, it is the same probability-wise).&lt;br /&gt;
&lt;br /&gt;
There is also a resemblance with the Rolemaster open-ended d100 as double (1% chance), triple (1 in 1000 chance), cuadruple (1 in 10.000 chance), etc. criticals can be generated, so truly glorious rolls can happen.&lt;br /&gt;
&lt;br /&gt;
== Simple roll (Optional) ==&lt;br /&gt;
&lt;br /&gt;
Sometimes you just need to know if the task is performed or not, without caring about critical or lucky results. In that case make a &#039;&#039;&#039;simple roll&#039;&#039;&#039; by ignoring any 0&#039;s you get, just roll again. If your attribute score is 0 or less you don&#039;t need to roll because you fail automatically; similiarly, if it is 9 or greater you are automatically succesful. This can speed things up with routinary tasks.&lt;br /&gt;
&lt;br /&gt;
== Degree of Success (Optional) ==&lt;br /&gt;
&lt;br /&gt;
On the other hand, sometimes you need to gauge how well you perform a task, for example when you compete against other character (as in &#039;he who throws the stone further wins&#039;). A critical success is always better than a regular success (and a double critical better than a regular critical, etc.) as it is to be expected, but you can also compare two successes against each other, the greater the roll the better the task is performed.&lt;br /&gt;
&lt;br /&gt;
In fact, if you get a success the number you get in the die is called the &#039;&#039;&#039;degree of success&#039;&#039;&#039;, which you can compare against your opponent&#039;s degree or even against a difficulty degree set by the Game Master. If you get a critical success your roll is called &#039;&#039;&#039;degree of critical success&#039;&#039;&#039; and so on. Even a &#039;&#039;&#039;degree of failure&#039;&#039;&#039; can be considered when opportune, the lower the degree the worse the failure is.&lt;br /&gt;
&lt;br /&gt;
== Beyond Success (Optional) ==&lt;br /&gt;
&lt;br /&gt;
In a roleplaying game sometimes truly amazing and extraordinary challenges await the main characters. The Game Master can require a critical success or even a double or greater critical success in order to achieve such deeds. Be aware that your chances of getting a double critical success are only 1 tenth of getting a critical success, and that is 1 tenth of getting a success, so they&#039;re dropping exponentially.&lt;br /&gt;
&lt;br /&gt;
A high attribute score is no longer enough to cope with these situations, so heroic characters can attain &#039;&#039;&#039;mastery ranks&#039;&#039;&#039;, each of which allows to shift a failure result into a success, a success into a critical success and so on. In order to get a &#039;&#039;&#039;mastery rank&#039;&#039;&#039; a character first needs to get his attribute score up to 8. Only then, if he keeps developing the attribute, can get the rank, but his attribute score is reset to 1 and he would need to learn even more and more to rise it up.&lt;br /&gt;
&lt;br /&gt;
== Fine Grain (Optional) ==&lt;br /&gt;
&lt;br /&gt;
If you feel that you need more precise scores for attributes you can use a decimal number, as in &#039;5.3&#039;. When you need to test the attribute score just roll ignoring the decimal (in the example roll under or equual 5 to get a success). But, if you happen to roll and miss by one single point (in the example getting a 6 in the die), you can try to &#039;push&#039; your attribute score for that roll only: roll another d10 and if you score equal or under the decimal number (3 in the example) you manage to success (so, if you roll a 2 you &#039;push&#039; your attribute score from 5.3 to 6 and thus get a success).&lt;br /&gt;
&lt;br /&gt;
This fine grain system is probability-wise equivalent to rolling a d100. I just think it&#039;s faster and more interesting to roll dice this way. You can also combine both regular and fine-grain attributes with this system, focusing in the more interesting things.&lt;/div&gt;</summary>
		<author><name>Kermel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Open_Ended_D10&amp;diff=18077</id>
		<title>Open Ended D10</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Open_Ended_D10&amp;diff=18077"/>
		<updated>2006-01-27T20:55:03Z</updated>

		<summary type="html">&lt;p&gt;Kermel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game_Mechanic]]&lt;br /&gt;
&lt;br /&gt;
Here I present a game mechanics idea I have for a possible game system I might do some day in the future. Things never get done until you write them down, so I decided to include it here in the wiki. You&#039;re all of course invited to use it in your own games and tweak it as you like.&lt;br /&gt;
&lt;br /&gt;
I just want to take the typical d100 roll you find in Runequest (with critical hit and miss) and the open ended d100 roll in Rolemaster (with an infinite array of results) and meld them into a d10 roll. I find d100 rolls a mess because rolling two dice at the same time usually means that they scatter all around the table and floor, and they make calculations (as including modifiers or determining success) more difficult without actually adding anything in return.&lt;br /&gt;
&lt;br /&gt;
Enrique Martín, 2006.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
I will begin this article with an example. The rules per se are explained in the following sections. Let&#039;s go :&lt;br /&gt;
&lt;br /&gt;
Dorbud the thief is trying to sneak into a mansion and needs to silently pick a lock. The Game Master calls for a Lockpicking skill test, and Dorbud&#039;s score is 3 out of 9(he&#039;s not very good in this trade). So, Dorbud&#039;s player rolls 1d10 and...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Rolls a 3, &#039;&#039;&#039;success&#039;&#039;&#039;. ¡He makes it! After several minutes fumbling with his lockpicks, Dorbud opens the door and sneaks in.&lt;br /&gt;
&amp;lt;li&amp;gt; Rolls a 8, &#039;&#039;&#039;failure&#039;&#039;&#039;. Dorbud spends some time working hard but to no avail. As he cannot risk staying in that place for much longer, he will have to try another entrance.&lt;br /&gt;
&amp;lt;li&amp;gt; Rolls a 0, critical. Sooooo, what happens now? We&#039;ll see it with another d10 roll:&lt;br /&gt;
 &amp;lt;ul&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt; Rolls a 1, &#039;&#039;&#039;lucky success&#039;&#039;&#039;. Dorbud drops his lockpicking tool and when he picks it up notices a key laying on the floor. He tries it in the lock and it fits! Haha, it was never so easy!&lt;br /&gt;
 &amp;lt;li&amp;gt; Rolls a 2, &#039;&#039;&#039;critical success&#039;&#039;&#039;. It only takes 30 seconds before Dorbud is in, leaving no trace of his presence.&lt;br /&gt;
 &amp;lt;li&amp;gt; Rolls a 5, &#039;&#039;&#039;critical failure&#039;&#039;&#039;. Oh dear, he messed it up! &lt;br /&gt;
 &amp;lt;li&amp;gt; Rolls a 9, &#039;&#039;&#039;lucky failure&#039;&#039;&#039;. Just when he almost had it opened, a small dog aproaches and starts barking surprisingly loud. Dorbud is forced to run for his live before the guards get him.&lt;br /&gt;
 &amp;lt;li&amp;gt; Rolls a 0 again. This is going to be epic! Let&#039;s roll the die again!&lt;br /&gt;
  &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; Rolls a 3, &#039;&#039;&#039;double critical success&#039;&#039;&#039;. Just like in the movies, Dorbud introduces the lockpick and in a couple of seconds the lock opens with a faint click. The guildmaster would be very proud of Dorbud if he saw this.  &lt;br /&gt;
  &amp;lt;li&amp;gt; Rolls another 0, yet another 0 followed by a 9. &#039;&#039;&#039;¡¡¡Cuadruple lucky failure!!!&#039;&#039;&#039; Lightning strikes poor Dorbud, who falls to the floor and takes a lot of damage. The lockpick gets stuck in the lock both being rendered useless. A nearby hay cart gets on fire, and everyone in the mansion is waking up and coming to see what has happened.&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So that&#039;s all (well, most at least). If you&#039;re still interested, keep reading.&lt;br /&gt;
&lt;br /&gt;
== Rolling the die ==&lt;br /&gt;
&lt;br /&gt;
You have an attribute/skill/whatever usually ranging from 0 to 9 that you need to test in a given situation.&lt;br /&gt;
You roll one standard ten-sided die :&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If you roll a number from 1 to 9 you compare it with your attribute.&lt;br /&gt;
 &amp;lt;ul&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt; If you roll less or equal than your attribute you get a &#039;&#039;&#039;success&#039;&#039;&#039;.&lt;br /&gt;
 &amp;lt;li&amp;gt; If you roll more than you attribute you get a &#039;&#039;&#039;failure&#039;&#039;&#039;.&lt;br /&gt;
 &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; However, if you roll a 0 (also labelled 10 in some d10 dice) you get a critical result, which can be either very good or very bad. To determine it you have to roll a second die.&lt;br /&gt;
 &amp;lt;ul&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt; If you roll a number from 1 to 9 you compare it with your attribute.&lt;br /&gt;
  &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; If you roll less or equal than your attribute you get a &#039;&#039;&#039;critical success&#039;&#039;&#039;.&lt;br /&gt;
  &amp;lt;li&amp;gt; If you roll more than you attribute you get a &#039;&#039;&#039;critical failure&#039;&#039;&#039;.&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt; If you roll 0 again you get a double critical result. Rolling a third die will determine whether it is a &#039;&#039;&#039;double critical success&#039;&#039;&#039; or a &#039;&#039;&#039;double critical failure&#039;&#039;&#039;. Of course getting more 0&#039;s would yield triple criticals, cuadruple criticals and so on.&lt;br /&gt;
 &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Automatical success and failure rule ==&lt;br /&gt;
&lt;br /&gt;
The die roll represents how well or bad the character fares using his existing attribute in a given situation. But sometimes external unpredictable events can determine the outcome in spite of the character effort and skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt; If a 0 is rolled (critical result), then :&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If you roll a 1 you get a &#039;&#039;&#039;lucky success&#039;&#039;&#039; regardless of your attribute score. &lt;br /&gt;
&amp;lt;li&amp;gt; If you roll a 9 you get a &#039;&#039;&#039;lucky failure&#039;&#039;&#039; regardless of your attribute score.&lt;br /&gt;
&amp;lt;li&amp;gt; If you roll a 0 (double critical result) you can then get &#039;&#039;&#039;double lucky success&#039;&#039;&#039; by rolling a 1 or &#039;&#039;&#039;double lucky failure&#039;&#039;&#039; rolling a 9, and so on.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
The open-ended d10 roll is technically equivalent to the Runequest d100 roll where a score of 1 would become a 10%, a score of 2 a 20% and so on. Everytime there is a 10% probability of getting a critical result, just in Runequest (for example, if you had a 40% you would get a critical sucess with 01-04 and a critical failure with 95-100 in your d100 roll, it is the same probability-wise).&lt;br /&gt;
&lt;br /&gt;
There is also a resemblance with the Rolemaster open-ended d100 as double (1% chance), triple (1 in 1000 chance), cuadruple (1 in 10.000 chance), etc. criticals can be generated, so truly glorious rolls can happen.&lt;br /&gt;
&lt;br /&gt;
== Simple roll (Optional) ==&lt;br /&gt;
&lt;br /&gt;
Sometimes you just need to know if the task is performed or not, without caring about critical or lucky results. In that case make a &#039;&#039;&#039;simple roll&#039;&#039;&#039; by ignoring any 0&#039;s you get, just roll again. If your attribute score is 0 or less you don&#039;t need to roll because you fail automatically; similiarly, if it is 9 or greater you are automatically succesful. This can speed things up with routinary tasks.&lt;br /&gt;
&lt;br /&gt;
== Degree of Success (Optional) ==&lt;br /&gt;
&lt;br /&gt;
On the other hand, sometimes you need to gauge how well you perform a task, for example when you compete against other character (as in &#039;he who throws the stone further wins&#039;). A critical success is always better than a regular success (and a double critical better than a regular critical, etc.) as it is to be expected, but you can also compare two successes against each other, the greater the roll the better the task is performed.&lt;br /&gt;
&lt;br /&gt;
In fact, if you get a success the number you get in the die is called the &#039;&#039;&#039;degree of success&#039;&#039;&#039;, which you can compare against your opponent&#039;s degree or even against a difficulty degree set by the Game Master. If you get a critical success your roll is called &#039;&#039;&#039;degree of critical success&#039;&#039;&#039; and so on. Even a &#039;&#039;&#039;degree of failure&#039;&#039;&#039; can be considered when opportune, the lower the degree the worse the failure is.&lt;br /&gt;
&lt;br /&gt;
== Beyond Success (Optional) ==&lt;br /&gt;
&lt;br /&gt;
In a roleplaying game sometimes truly amazing and extraordinary challenges await the main characters. The Game Master can require a critical success or even a double or greater critical success in order to achieve such deeds. Be aware that your chances of getting a double critical success are only 1 tenth of getting a critical success, and that is 1 tenth of getting a success, so they&#039;re dropping exponentially.&lt;br /&gt;
&lt;br /&gt;
A high attribute score is no longer enough to cope with these situations, so heroic characters can attain &#039;&#039;&#039;mastery ranks&#039;&#039;&#039;, each of which allows to shift a failure result into a success, a success into a critical success and so on. In order to get a &#039;&#039;&#039;mastery rank&#039;&#039;&#039; a character first needs to get his attribute score up to 9. Only then, if he keeps developing the attribute, can get the rank, but his attribute score is reset to 0 and he would need to learn even more and more to rise it up (A 0 attribute score with a &#039;&#039;&#039;mastery rank&#039;&#039;&#039; is always better than any attribute score without ranks, however).&lt;br /&gt;
&lt;br /&gt;
== Fine Grain (Optional) ==&lt;br /&gt;
&lt;br /&gt;
If you feel that you need more precise scores for attributes you can use a decimal number, as in &#039;5.3&#039;. When you need to test the attribute score just roll ignoring the decimal (in the example roll under or equual 5 to get a success). But, if you happen to roll and miss by one single point (in the example getting a 6 in the die), you can try to &#039;push&#039; your attribute score for that roll only: roll another d10 and if you score equal or under the decimal number (3 in the example) you manage to success (so, if you roll a 2 you &#039;push&#039; your attribute score from 5.3 to 6 and thus get a success).&lt;br /&gt;
&lt;br /&gt;
This fine grain system is probability-wise equivalent to rolling a d100. I just think it&#039;s faster and more interesting to roll dice this way. You can also combine both regular and fine-grain attributes with this system, focusing in the more interesting things.&lt;/div&gt;</summary>
		<author><name>Kermel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Open_Ended_D10&amp;diff=18071</id>
		<title>Open Ended D10</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Open_Ended_D10&amp;diff=18071"/>
		<updated>2006-01-27T15:46:38Z</updated>

		<summary type="html">&lt;p&gt;Kermel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game_Mechanic]]&lt;br /&gt;
&lt;br /&gt;
Here I present a game mechanics idea I have for a possible game system I might do some day in the future. Things never get done until you write them down, so I decided to include it here in the wiki. You&#039;re all of course invited to use it in your own games and tweak it as you like.&lt;br /&gt;
&lt;br /&gt;
I just want to take the typical d100 roll you find in Runequest (with critical hit and miss) and the open ended d100 roll in Rolemaster (with an infinite array of results) and meld them into a d10 roll. I find d100 rolls a mess because rolling two dice at the same time usually means that they scatter all around the table and floor, and they make calculations (as including modifiers or determining success) more difficult without actually adding anything in return.&lt;br /&gt;
&lt;br /&gt;
Enrique Martín, 2006.&lt;br /&gt;
&lt;br /&gt;
== Rolling the die ==&lt;br /&gt;
&lt;br /&gt;
You have an attribute/skill/whatever usually ranging from 1 to 8 that you need to test in a given situation.&lt;br /&gt;
You roll one standard ten-sided die :&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If you roll a number from 1 to 9 you compare it with your attribute.&lt;br /&gt;
 &amp;lt;ul&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt; If you roll less or equal than your attribute you get a &#039;&#039;&#039;success&#039;&#039;&#039;.&lt;br /&gt;
 &amp;lt;li&amp;gt; If you roll more than you attribute you get a &#039;&#039;&#039;failure&#039;&#039;&#039;.&lt;br /&gt;
 &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; However, if you roll a 0 (also labelled 10 in some d10 dice) you get a critical result, which can be either very good or very bad. To determine it you have to roll a second die.&lt;br /&gt;
 &amp;lt;ul&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt; If you roll a number from 1 to 9 you compare it with your attribute.&lt;br /&gt;
  &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; If you roll less or equal than your attribute you get a &#039;&#039;&#039;critical success&#039;&#039;&#039;.&lt;br /&gt;
  &amp;lt;li&amp;gt; If you roll more than you attribute you get a &#039;&#039;&#039;critical failure&#039;&#039;&#039;.&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt; If you roll 0 again you get a double critical result. Rolling a third die will determine whether it is a &#039;&#039;&#039;double critical success&#039;&#039;&#039; or a &#039;&#039;&#039;double critical failure&#039;&#039;&#039;. Of course getting more 0&#039;s would yield triple criticals, cuadruple criticals and so on.&lt;br /&gt;
 &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
The open-ended d10 roll is technically equivalent to the Runequest d100 roll where a score of 1 would become a 10%, a score of 2 a 20% and so on. Everytime there is a 10% probability of getting a critical result, just in Runequest (for example, if you had a 40% you would get a critical sucess with 01-04 and a critical failure with 95-100 in your d100 roll, it is the same probability-wise).&lt;br /&gt;
&lt;br /&gt;
There is also a resemblance with the Rolemaster open-ended d100 as double (1% chance), triple (1 in 1000 chance), cuadruple (1 in 10.000 chance), etc. criticals can be generated, so truly glorious rolls can happen.&lt;br /&gt;
&lt;br /&gt;
== Automatical success and failure rule ==&lt;br /&gt;
&lt;br /&gt;
The die roll represents how well or bad the character fares using his existing attribute in a given situation. But sometimes external unpredictable events can determine the outcome in spite of the character effort and skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt; If a 0 is rolled (critical result), then :&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If you roll a 1 you get a &#039;&#039;&#039;lucky success&#039;&#039;&#039; regardless of your attribute score. &lt;br /&gt;
&amp;lt;li&amp;gt; If you roll a 9 you get a &#039;&#039;&#039;lucky failure&#039;&#039;&#039; regardless of your attribute score.&lt;br /&gt;
&amp;lt;li&amp;gt; If you roll a 0 (double critical result) you can then get &#039;&#039;&#039;double lucky success&#039;&#039;&#039; by rolling a 1 or &#039;&#039;&#039;double lucky failure&#039;&#039;&#039; rolling a 9, and so on.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With this rule characters can get a success even with 0 or below attribute scores (1% chance). Exceptional characters (9 or greater attribute score) can still fail (1% chance), just like in Runequest.&lt;br /&gt;
&lt;br /&gt;
== Example (Pending) ==&lt;br /&gt;
&lt;br /&gt;
== Simple roll ==&lt;br /&gt;
&lt;br /&gt;
Sometimes you just need to know if the task is performed or not, without caring about critical or lucky results. In that case make a &#039;&#039;&#039;simple roll&#039;&#039;&#039; by ignoring any 0&#039;s you get, just roll again. If your attribute score is 0 or less you don&#039;t need to roll because you fail automatically; similiarly, if it is 9 or greater you are automatically succesful. This can speed things up with routinary tasks.&lt;br /&gt;
&lt;br /&gt;
== Degree of Success ==&lt;br /&gt;
&lt;br /&gt;
On the other hand, sometimes you need to gauge how well you perform a task, for example when you compete against other character (as in &#039;he who throws the stone further wins&#039;). A critical success is always better than a regular success (and a double critical better than a regular critical, etc.) as it is to be expected, but you can also compare two successes against each other, the greater the roll the better the task is performed.&lt;br /&gt;
&lt;br /&gt;
In fact, if you get a success the number you get in the die is called the &#039;&#039;&#039;degree of success&#039;&#039;&#039;, which you can compare against your opponent&#039;s degree or even against a difficulty degree set by the Game Master. If you get a critical success your roll is called &#039;&#039;&#039;degree of critical success&#039;&#039;&#039; and so on. Even a &#039;&#039;&#039;degree of failure&#039;&#039;&#039; can be considered when opportune, the lower the degree the worse the failure is.&lt;br /&gt;
&lt;br /&gt;
== Beyond Success ==&lt;br /&gt;
&lt;br /&gt;
In a roleplaying game sometimes truly amazing and extraordinary challenges await the main characters. The Game Master can require a critical success or even a double or greater critical success in order to achieve such deeds. Be aware that your chances of getting a double critical success are only 1 tenth of getting a critical success, and that is 1 tenth of getting a success, so they&#039;re dropping exponentially.&lt;br /&gt;
&lt;br /&gt;
Great tasks thus require great skill in the form of &#039;&#039;&#039;mastery ranks&#039;&#039;&#039;, each of which allows to shift a failure into a success, a success into a critical success and so on. You can write a star(*) after the attribute score to represent each rank in a character sheet.&lt;/div&gt;</summary>
		<author><name>Kermel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Open_Ended_D10&amp;diff=18063</id>
		<title>Open Ended D10</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Open_Ended_D10&amp;diff=18063"/>
		<updated>2006-01-27T12:32:15Z</updated>

		<summary type="html">&lt;p&gt;Kermel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game_Mechanic]]&lt;br /&gt;
&lt;br /&gt;
Here I present a game mechanics idea I have for a possible game system I might do some day in the future. Things never get done until you write them down, so I decided to include it here in the wiki. You&#039;re all of course invited to use it in your own games and tweak it as you like.&lt;br /&gt;
&lt;br /&gt;
I just want to take the typical d100 roll you find in Runequest (with critical hit and miss) and the open ended d100 roll in Rolemaster (with an infinite array of results) and meld them into a d10 roll. I find d100 rolls a mess because rolling two dice at the same time usually means that they scatter all around the table and floor, and they make calculations (as including modifiers or determining success) more difficult without actually adding anything in return. - Enrique Martín -&lt;br /&gt;
&lt;br /&gt;
== Rolling the die ==&lt;br /&gt;
&lt;br /&gt;
You have an attribute/skill/whatever usually ranging from 1 to 8 that you need to test in a given situation.&lt;br /&gt;
You roll one standard ten-sided die :&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If you roll a number from 1 to 9 you compare it with your attribute.&lt;br /&gt;
 &amp;lt;ul&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt; If you roll less or equal than your attribute you get a &#039;&#039;&#039;success&#039;&#039;&#039;.&lt;br /&gt;
 &amp;lt;li&amp;gt; If you roll more than you attribute you get a &#039;&#039;&#039;failure&#039;&#039;&#039;.&lt;br /&gt;
 &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; However, if you roll a 0 (also labelled 10 in some d10 dice) you get a critical result, which can be either very good or very bad. To determine it you have to roll a second die.&lt;br /&gt;
 &amp;lt;ul&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt; If you roll a number from 1 to 9 you compare it with your attribute.&lt;br /&gt;
  &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; If you roll less or equal than your attribute you get a &#039;&#039;&#039;critical success&#039;&#039;&#039;.&lt;br /&gt;
  &amp;lt;li&amp;gt; If you roll more than you attribute you get a &#039;&#039;&#039;critical failure&#039;&#039;&#039;.&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt; If you roll 0 again you get a double critical result. Rolling a third die will determine whether it is a &#039;&#039;&#039;double critical success&#039;&#039;&#039; or a &#039;&#039;&#039;double critical failure&#039;&#039;&#039;. Of course getting more 0&#039;s would yield triple criticals, cuadruple criticals and so on.&lt;br /&gt;
 &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
The open-ended d10 roll is technically equivalent to the Runequest d100 roll where a score of 1 would become a 10%, a score of 2 a 20% and so on. Everytime there is a 10% probability of getting a critical result, just in Runequest (for example, if you had a 40% you would get a critical sucess with 01-04 and a critical failure with 95-100 in your d100 roll, it is the same probability-wise).&lt;br /&gt;
&lt;br /&gt;
There is also a resemblance with the Rolemaster open-ended d100 as double (1% chance), triple (1 in 1000 chance), cuadruple (1 in 10.000 chance), etc. criticals can be generated, so truly glorious rolls can happen.&lt;br /&gt;
&lt;br /&gt;
== Automatical success and failure rule ==&lt;br /&gt;
&lt;br /&gt;
The die roll represents how well or bad the character fares using his existing attribute in a given situation. But sometimes external unpredictable events can determine the outcome in spite of the character effort and skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt; If a 0 is rolled (critical result), then :&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If you roll a 1 you get a &#039;&#039;&#039;lucky success&#039;&#039;&#039; regardless of your attribute score. &lt;br /&gt;
&amp;lt;li&amp;gt; If you roll a 9 you get a &#039;&#039;&#039;lucky failure&#039;&#039;&#039; regardless of your attribute socre.&lt;br /&gt;
&amp;lt;li&amp;gt; If you roll a 0 (double critical result) you can then get &#039;&#039;&#039;double lucky success&#039;&#039;&#039; by rolling a 1 or &#039;&#039;&#039;double lucky failure&#039;&#039;&#039; rolling a 9, and so on.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With this rule characters can get a success even with 0 or below attribute scores (1% chance). Masterful characters (9 or greater attribute score) can still fail (1% chance), just like in Runequest.&lt;br /&gt;
&lt;br /&gt;
== Example (Pending) ==&lt;/div&gt;</summary>
		<author><name>Kermel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Open_Ended_D10&amp;diff=18061</id>
		<title>Open Ended D10</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Open_Ended_D10&amp;diff=18061"/>
		<updated>2006-01-27T11:37:45Z</updated>

		<summary type="html">&lt;p&gt;Kermel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game_Mechanic]]&lt;br /&gt;
&lt;br /&gt;
Here I present a game mechanics idea I have for a possible game system I might do some day in the future. Things never get done until you write them down, so I decided to include it here in the wiki. You&#039;re all of course invited to use it in your own games and tweak it as you like.&lt;br /&gt;
&lt;br /&gt;
I just want to take the typical d100 roll you find in Runequest (with critical hit and miss) and the open ended d100 roll in Rolemaster (with an infinite array of results) and meld them into a d10 roll. I find d100 rolls a mess because rolling two dice at the same time usually means that they scatter all around the table and floor, and they make calculations (as including modifiers or determining success) more difficult without actually adding anything in return.&lt;br /&gt;
&lt;br /&gt;
== Rolling the die ==&lt;br /&gt;
&lt;br /&gt;
You have an attribute/skill/whatever usually ranging from 1 to 8 that you need to test in a given situation.&lt;br /&gt;
You roll one standard ten-sided die :&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If you roll a number from 1 to 9 you compare it with your attribute.&lt;br /&gt;
 &amp;lt;ul&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt; If you roll less or equal than your attribute you get a &#039;&#039;&#039;success&#039;&#039;&#039;.&lt;br /&gt;
 &amp;lt;li&amp;gt; If you roll more than you attribute you get a &#039;&#039;&#039;failure&#039;&#039;&#039;.&lt;br /&gt;
 &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; However, if you roll a 0 (also labelled 10 in some d10 dice) you get a critical result, which can be either very good or very bad. To determine it you have to roll a second die.&lt;br /&gt;
 &amp;lt;ul&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt; If you roll a number from 1 to 9 you compare it with your attribute.&lt;br /&gt;
  &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; If you roll less or equal than your attribute you get a &#039;&#039;&#039;critical success&#039;&#039;&#039;.&lt;br /&gt;
  &amp;lt;li&amp;gt; If you roll more than you attribute you get a &#039;&#039;&#039;critical failure&#039;&#039;&#039;.&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt; If you roll 0 again you get a double critical result. Rolling a third die will determine whether it is a &#039;&#039;&#039;double critical success&#039;&#039;&#039; or a &#039;&#039;&#039;double critical failure&#039;&#039;&#039;. Of course getting more 0&#039;s would yield triple criticals, cuadruple criticals and so on.&lt;br /&gt;
 &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
The open-ended d10 roll is technically equivalent to the Runequest d100 roll where a score of 1 would become a 10%, a score of 2 a 20% and so on. Everytime there is a 10% probability of getting a critical result, just in Runequest (for example, if you had a 40% you would get a critical sucess with 01-04 and a critical failure with 95-100 in your d100 roll, it is the same probability-wise).&lt;br /&gt;
&lt;br /&gt;
There is also a resemblance with the Rolemaster open-ended d100 as double (1% chance), triple (1 in 1000 chance), cuadruple (1 in 10.000 chance), etc. criticals can be generated, so truly glorious rolls can happen.&lt;br /&gt;
&lt;br /&gt;
== Automatical success and failure rule ==&lt;br /&gt;
&lt;br /&gt;
The die roll represents how well or bad the character fares using his existing attribute in a given situation. But sometimes external unpredictable events can determine the outcome in spite of the character effort and skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt; If a 0 is rolled (critical result), then :&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If you roll a 1 you get a &#039;&#039;&#039;lucky success&#039;&#039;&#039; regardless of your attribute score. &lt;br /&gt;
&amp;lt;li&amp;gt; If you roll a 9 you get a &#039;&#039;&#039;lucky failure&#039;&#039;&#039; regardless of your attribute socre.&lt;br /&gt;
&amp;lt;li&amp;gt; If you roll a 0 (double critical result) you can then get ¡¡¡double lucky success&#039;&#039;&#039; by rolling a 1 or &#039;&#039;&#039;double lucky failure&#039;&#039;&#039; rolling a 9, and so on.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With this rule characters can get a success even with 0 or below attribute scores (1% chance). Masterful characters (9 or greater attribute score) can still fail (1% chance), just like in Runequest.&lt;br /&gt;
&lt;br /&gt;
== Example (Pending) ==&lt;/div&gt;</summary>
		<author><name>Kermel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Open_Ended_D10&amp;diff=18060</id>
		<title>Open Ended D10</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Open_Ended_D10&amp;diff=18060"/>
		<updated>2006-01-27T11:30:26Z</updated>

		<summary type="html">&lt;p&gt;Kermel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game_Mechanic]]&lt;br /&gt;
&lt;br /&gt;
=OPEN-ENDED D10 ROLL=&lt;br /&gt;
&lt;br /&gt;
== Brief introduction ==&lt;br /&gt;
&lt;br /&gt;
Here I present a game mechanics idea I have for a possible game system I might do some day in the future. Things never get done until you write them down, so I decided to include it here in the wiki. You&#039;re all of course invited to use it in your own games and tweak it as you like.&lt;br /&gt;
&lt;br /&gt;
I just want to take the typical d100 roll you find in Runequest (with critical hit and miss) and the open ended d100 roll in Rolemaster (with an infinite array of results) and meld them into a d10 roll. I find d100 rolls a mess because rolling two dice at the same time usually means that they scatter all around the table and floor, and they make calculations (as including modifiers or determining success) more difficult without actually adding anything in return.&lt;br /&gt;
&lt;br /&gt;
== Rolling the die ==&lt;br /&gt;
&lt;br /&gt;
You have an attribute/skill/whatever usually ranging from 1 to 8 that you need to test in a given situation.&lt;br /&gt;
You roll one standard ten-sided die :&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If you roll a number from 1 to 9 you compare it with your attribute.&lt;br /&gt;
 &amp;lt;ul&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt; If you roll less or equal than your attribute you get a &#039;&#039;&#039;success&#039;&#039;&#039;.&lt;br /&gt;
 &amp;lt;li&amp;gt; If you roll more than you attribute you get a &#039;&#039;&#039;failure&#039;&#039;&#039;.&lt;br /&gt;
 &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; However, if you roll a 0 (also labelled 10 in some d10 dice) you get a critical result, which can be either very good or very bad. To determine it you have to roll a second die.&lt;br /&gt;
 &amp;lt;ul&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt; If you roll a number from 1 to 9 you compare it with your attribute.&lt;br /&gt;
  &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; If you roll less or equal than your attribute you get a &#039;&#039;&#039;critical success&#039;&#039;&#039;.&lt;br /&gt;
  &amp;lt;li&amp;gt; If you roll more than you attribute you get a &#039;&#039;&#039;critical failure&#039;&#039;&#039;.&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt; If you roll 0 again you get a double critical result. Rolling a third die will determine whether it is a &#039;&#039;&#039;double critical success&#039;&#039;&#039; or a &#039;&#039;&#039;double critical failure&#039;&#039;&#039;. Of course getting more 0&#039;s would yield triple criticals, cuadruple criticals and so on.&lt;br /&gt;
 &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
The open-ended d10 roll is technically equivalent to the Runequest d100 roll where a score of 1 would become a 10%, a score of 2 a 20% and so on. Everytime there is a 10% probability of getting a critical result, just in Runequest (for example, if you had a 40% you would get a critical sucess with 01-04 and a critical failure with 95-100 in your d100 roll, it is the same probability-wise).&lt;br /&gt;
&lt;br /&gt;
There is also a resemblance with the Rolemaster open-ended d100 as double (1% chance), triple (1 in 1000 chance), cuadruple (1 in 10.000 chance), etc. criticals can be generated, so truly glorious rolls can happen.&lt;br /&gt;
&lt;br /&gt;
== Automatical success and failure rule ==&lt;br /&gt;
&lt;br /&gt;
The die roll represents how well or bad the character fares using his existing attribute in a given situation. But sometimes external unpredictable events can determine the outcome in spite of the character effort and skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt; If a 0 is rolled (critical result), then :&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If you roll a 1 you get a &#039;&#039;&#039;lucky success&#039;&#039;&#039; regardless of your attribute score. &lt;br /&gt;
&amp;lt;li&amp;gt; If you roll a 9 you get a &#039;&#039;&#039;lucky failure&#039;&#039;&#039; regardless of your attribute socre.&lt;br /&gt;
&amp;lt;li&amp;gt; If you roll a 0 (double critical result) you can then get ¡¡¡double lucky success&#039;&#039;&#039; by rolling a 1 or &#039;&#039;&#039;double lucky failure&#039;&#039;&#039; rolling a 9, and so on.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With this rule characters can get a success even with 0 or below attribute scores (1% chance). Masterful characters (9 or greater attribute score) can still fail (1% chance), just like in Runequest.&lt;br /&gt;
&lt;br /&gt;
== Example (Pending) ==&lt;/div&gt;</summary>
		<author><name>Kermel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Open_Ended_D10&amp;diff=18059</id>
		<title>Open Ended D10</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Open_Ended_D10&amp;diff=18059"/>
		<updated>2006-01-27T11:23:15Z</updated>

		<summary type="html">&lt;p&gt;Kermel: /* Automatical success and failure rule */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=OPEN-ENDED D10 ROLL=&lt;br /&gt;
&lt;br /&gt;
== Brief introduction ==&lt;br /&gt;
&lt;br /&gt;
Here I present a game mechanics idea I have for a possible game system I might do some day in the future. Things never get done until you write them down, so I decided to include it here in the wiki. You&#039;re all of course invited to use it in your own games and tweak it as you like.&lt;br /&gt;
&lt;br /&gt;
I just want to take the typical d100 roll you find in Runequest (with critical hit and miss) and the open ended d100 roll in Rolemaster (with an infinite array of results) and meld them into a d10 roll. I find d100 rolls a mess because rolling two dice at the same time usually means that they scatter all around the table and floor, and they make calculations (as including modifiers or determining success) more difficult without actually adding anything in return.&lt;br /&gt;
&lt;br /&gt;
== Rolling the die ==&lt;br /&gt;
&lt;br /&gt;
You have an attribute/skill/whatever usually ranging from 1 to 8 that you need to test in a given situation.&lt;br /&gt;
You roll one standard ten-sided die :&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If you roll a number from 1 to 9 you compare it with your attribute.&lt;br /&gt;
 &amp;lt;ul&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt; If you roll less or equal than your attribute you get a &#039;&#039;&#039;success&#039;&#039;&#039;.&lt;br /&gt;
 &amp;lt;li&amp;gt; If you roll more than you attribute you get a &#039;&#039;&#039;failure&#039;&#039;&#039;.&lt;br /&gt;
 &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; However, if you roll a 0 (also labelled 10 in some d10 dice) you get a critical result, which can be either very good or very bad. To determine it you have to roll a second die.&lt;br /&gt;
 &amp;lt;ul&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt; If you roll a number from 1 to 9 you compare it with your attribute.&lt;br /&gt;
  &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; If you roll less or equal than your attribute you get a &#039;&#039;&#039;critical success&#039;&#039;&#039;.&lt;br /&gt;
  &amp;lt;li&amp;gt; If you roll more than you attribute you get a &#039;&#039;&#039;critical failure&#039;&#039;&#039;.&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt; If you roll 0 again you get a double critical result. Rolling a third die will determine whether it is a &#039;&#039;&#039;double critical success&#039;&#039;&#039; or a &#039;&#039;&#039;double critical failure&#039;&#039;&#039;. Of course getting more 0&#039;s would yield triple criticals, cuadruple criticals and so on.&lt;br /&gt;
 &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
The open-ended d10 roll is technically equivalent to the Runequest d100 roll where a score of 1 would become a 10%, a score of 2 a 20% and so on. Everytime there is a 10% probability of getting a critical result, just in Runequest (for example, if you had a 40% you would get a critical sucess with 01-04 and a critical failure with 95-100 in your d100 roll, it is the same probability-wise).&lt;br /&gt;
&lt;br /&gt;
There is also a resemblance with the Rolemaster open-ended d100 as double (1% chance), triple (1 in 1000 chance), cuadruple (1 in 10.000 chance), etc. criticals can be generated, so truly glorious rolls can happen.&lt;br /&gt;
&lt;br /&gt;
== Automatical success and failure rule ==&lt;br /&gt;
&lt;br /&gt;
The die roll represents how well or bad the character fares using his existing attribute in a given situation. But sometimes external unpredictable events can determine the outcome in spite of the character effort and skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt; If a 0 is rolled (critical result), then :&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If you roll a 1 you get a &#039;&#039;&#039;lucky success&#039;&#039;&#039; regardless of your attribute score. &lt;br /&gt;
&amp;lt;li&amp;gt; If you roll a 9 you get a &#039;&#039;&#039;lucky failure&#039;&#039;&#039; regardless of your attribute socre.&lt;br /&gt;
&amp;lt;li&amp;gt; If you roll a 0 (double critical result) you can then get ¡¡¡double lucky success&#039;&#039;&#039; by rolling a 1 or &#039;&#039;&#039;double lucky failure&#039;&#039;&#039; rolling a 9, and so on.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With this rule characters can get a success even with 0 or below attribute scores (1% chance). Masterful characters (9 or greater attribute score) can still fail (1% chance), just like in Runequest.&lt;br /&gt;
&lt;br /&gt;
== Example (Pending) ==&lt;/div&gt;</summary>
		<author><name>Kermel</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Open_Ended_D10&amp;diff=18058</id>
		<title>Open Ended D10</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Open_Ended_D10&amp;diff=18058"/>
		<updated>2006-01-27T11:20:36Z</updated>

		<summary type="html">&lt;p&gt;Kermel: Alternative fast and open ended die roll to use in your game system.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=OPEN-ENDED D10 ROLL=&lt;br /&gt;
&lt;br /&gt;
== Brief introduction ==&lt;br /&gt;
&lt;br /&gt;
Here I present a game mechanics idea I have for a possible game system I might do some day in the future. Things never get done until you write them down, so I decided to include it here in the wiki. You&#039;re all of course invited to use it in your own games and tweak it as you like.&lt;br /&gt;
&lt;br /&gt;
I just want to take the typical d100 roll you find in Runequest (with critical hit and miss) and the open ended d100 roll in Rolemaster (with an infinite array of results) and meld them into a d10 roll. I find d100 rolls a mess because rolling two dice at the same time usually means that they scatter all around the table and floor, and they make calculations (as including modifiers or determining success) more difficult without actually adding anything in return.&lt;br /&gt;
&lt;br /&gt;
== Rolling the die ==&lt;br /&gt;
&lt;br /&gt;
You have an attribute/skill/whatever usually ranging from 1 to 8 that you need to test in a given situation.&lt;br /&gt;
You roll one standard ten-sided die :&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If you roll a number from 1 to 9 you compare it with your attribute.&lt;br /&gt;
 &amp;lt;ul&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt; If you roll less or equal than your attribute you get a &#039;&#039;&#039;success&#039;&#039;&#039;.&lt;br /&gt;
 &amp;lt;li&amp;gt; If you roll more than you attribute you get a &#039;&#039;&#039;failure&#039;&#039;&#039;.&lt;br /&gt;
 &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; However, if you roll a 0 (also labelled 10 in some d10 dice) you get a critical result, which can be either very good or very bad. To determine it you have to roll a second die.&lt;br /&gt;
 &amp;lt;ul&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt; If you roll a number from 1 to 9 you compare it with your attribute.&lt;br /&gt;
  &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; If you roll less or equal than your attribute you get a &#039;&#039;&#039;critical success&#039;&#039;&#039;.&lt;br /&gt;
  &amp;lt;li&amp;gt; If you roll more than you attribute you get a &#039;&#039;&#039;critical failure&#039;&#039;&#039;.&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt; If you roll 0 again you get a double critical result. Rolling a third die will determine whether it is a &#039;&#039;&#039;double critical success&#039;&#039;&#039; or a &#039;&#039;&#039;double critical failure&#039;&#039;&#039;. Of course getting more 0&#039;s would yield triple criticals, cuadruple criticals and so on.&lt;br /&gt;
 &amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
The open-ended d10 roll is technically equivalent to the Runequest d100 roll where a score of 1 would become a 10%, a score of 2 a 20% and so on. Everytime there is a 10% probability of getting a critical result, just in Runequest (for example, if you had a 40% you would get a critical sucess with 01-04 and a critical failure with 95-100 in your d100 roll, it is the same probability-wise).&lt;br /&gt;
&lt;br /&gt;
There is also a resemblance with the Rolemaster open-ended d100 as double (1% chance), triple (1 in 1000 chance), cuadruple (1 in 10.000 chance), etc. criticals can be generated, so truly glorious rolls can happen.&lt;br /&gt;
&lt;br /&gt;
== Automatical success and failure rule ==&lt;br /&gt;
&lt;br /&gt;
The die roll represents how well or bad the character fares using his existing attribute in a given situation. But sometimes external unpredictable events can determine the outcome in spite of the character effort and skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt; If a 0 is rolled (critical result), then :&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If you roll a 1 you get a &#039;&#039;&#039;lucky success&#039;&#039;&#039; regardless of your attribute score. &lt;br /&gt;
&amp;lt;li&amp;gt; If you roll a 9 you get a &#039;&#039;&#039;lucky failure&#039;&#039;&#039; regardless of your attribute socre.&lt;br /&gt;
&amp;lt;li&amp;gt; If you roll a 0 (double critical result) you can then get &#039;&#039;&#039;lucky double critical success&#039;&#039;&#039; by rolling a 1 or &#039;&#039;&#039;lucky double critical failure&#039;&#039;&#039; rolling a 9, and so on.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With this rule characters can get a success even with 0 or below attribute scores (1% chance). Masterful characters (9 or greater attribute score) can still fail (1% chance), just like in Runequest.&lt;br /&gt;
&lt;br /&gt;
== Example (Pending) ==&lt;/div&gt;</summary>
		<author><name>Kermel</name></author>
	</entry>
</feed>