Yeah, thanks. It does help. I was just curious as to what it was that everyone was goin gon about (lol).
I'm intensely un-fond of "exploding" systems, but to each his own. I just think that they make actual skill levels irrelevant and cause players to hope for luck rather than try to make creative decisions. Probably just me.
The system I really like is Hârnmaster. It's a d00 system, but checks use a criti failure (CF), minor failure (MF), minor success (MS), crit sucess (CS) result based on the current skill level of the character. Any value rolled is a success if it's under/lower than the character's percentile based skill (as normal) and is a failure if it's above/higher. Crits are on any number rolled that are mutiples of 5, thus ending in a zero or five. For instance, if a character has a skill of 37, rolls and results would break down like this:
40 = CF, 58 = MF, 05 = CS, 03 = MS
With the numbers above you can see that the chances of crits, either way, increases (in terms ofCSs) and decreases (in terms of CFs) as the character's skill goes up.