phantomdoodler
Mongoose
Ok, heres a crazy idea, but bare with me.
Rather than using d10, i may try using d20 instead. All the modifies from disciplines etc are doubled however, so a 5th rank Kai monk would add their Rank (or 5) to specific discipline based rolls. The Gm sets the difficulty, rated from 2 to 20 or possibly higher, 11 representing a typical task. Regardless of modifiers, a natural 1 always fails, while a natural 20 always succeeds.
So for example, Bright Fox is trying to sneak by a foe, across a brightly lit corridor. Since he is 7th rank, with the Camouflage discipline, he makes a d20 roll and adds 7 to the result. Since this is very tricky, the Gm sets a difficulty of 16. Bright Fox player rolls a 10, for a total of 17, so Bright Fox just manages to sneak by the guard.
Combat
Combat is a series of blows - it is not decided on a single roll. On each players turn to attack, they roll d20 adding their CS (plus bonuses from weapons, mindblast etc). Your opponent attempts to parry or dodge this blow, and makes a d20 roll adding their CS (plus bonuses from shields etc). If the attacker exceeds the targets total, they inflict 1 EP damage for each point higher. If you roll a 20, you may roll again adding to your total.
For example, Bright Fox (CS 18, EP 29, Shield (+2CS) is facing a Deathknight (CS 15, EP 26)
On the first turn, Bright Fox`s player rolls a 17, for a total of 35. The Death Knight attempts to parry this blow, and rolls a total of 26, so bright Fox inflicts 9 EP damage. The Drakkar returns the blow and rolls a total of 28 - Bright Fox attempts to parry, rolling a total of 26, so takes 2 EP damage.
Pro Player Bias
Gms wishing to maintain the usual bias can halve all damage caused by enemies, rounding down.
Rather than using d10, i may try using d20 instead. All the modifies from disciplines etc are doubled however, so a 5th rank Kai monk would add their Rank (or 5) to specific discipline based rolls. The Gm sets the difficulty, rated from 2 to 20 or possibly higher, 11 representing a typical task. Regardless of modifiers, a natural 1 always fails, while a natural 20 always succeeds.
So for example, Bright Fox is trying to sneak by a foe, across a brightly lit corridor. Since he is 7th rank, with the Camouflage discipline, he makes a d20 roll and adds 7 to the result. Since this is very tricky, the Gm sets a difficulty of 16. Bright Fox player rolls a 10, for a total of 17, so Bright Fox just manages to sneak by the guard.
Combat
Combat is a series of blows - it is not decided on a single roll. On each players turn to attack, they roll d20 adding their CS (plus bonuses from weapons, mindblast etc). Your opponent attempts to parry or dodge this blow, and makes a d20 roll adding their CS (plus bonuses from shields etc). If the attacker exceeds the targets total, they inflict 1 EP damage for each point higher. If you roll a 20, you may roll again adding to your total.
For example, Bright Fox (CS 18, EP 29, Shield (+2CS) is facing a Deathknight (CS 15, EP 26)
On the first turn, Bright Fox`s player rolls a 17, for a total of 35. The Death Knight attempts to parry this blow, and rolls a total of 26, so bright Fox inflicts 9 EP damage. The Drakkar returns the blow and rolls a total of 28 - Bright Fox attempts to parry, rolling a total of 26, so takes 2 EP damage.
Pro Player Bias
Gms wishing to maintain the usual bias can halve all damage caused by enemies, rounding down.