*Thank you, Evil*, was basically the Cypher system with a d6 instead of a d20. I also heard that real reason one has to multiply by three is so that a d20 can be used for resolution. More important than the die itself, is the fact that it produces a flat result as compared to a bell curse like one would do with 2d20 or 3d6.

I have no beef with our friend, the d20, and I don't mind the minor multiplying, but I have players who loathe math. A trend that seems to come up with story-based games.

So to drop the multiplication -- or even simply it. My thoughts were either to change the range of Difficulties or or the die itself.

The d10 that seems the natural choice, but one of Cooke's comments is that the d20 provides enough room for the damage/effects at 17,18,19, 20 and dramatic swing.

So with all of that in mind, my take (beyond a d10) would be to used a d12 and just expand the Difficulty from 1 to 12 with a 1 still for GM Intrusions and still debating if 10, 11, and 12 will provide damage/effects or just use 11 and 12 for that.

While that may not be as intuitive as using a 1-10 range, I'll be thinking about it in percentages.

1 | 100% |

2 | 91.67 |

3 | 83.33 |

4 | 75.00 |

5 | 66.67 |

6 | 58.33 |

7 | 50.00 |

8 | 41.67 |

9 | 33.33 |

10 | 25.00 |

11 | 16.67 |

12 | 8.33 |

Or to round it out for even quicker GMing on the fly.

1 | 100% |

2 | 92 |

3 | 83 |

4 | 75 |

5 | 70 |

6 | 67 |

7 | 50 |

8 | 42 |

9 | 33 |

10 | 25 |

11 | 17 |

12 | 8 |