Ah I see. Well, my system (called Player Zed), being primarily designed for improv play which is pretty unusual, might leave someone with no experience in tabletop play feeling a little lost, since there is no world or setting information at all: you are expected to make all of that up off the top of your head while playing, which could be a little daunting if you’ve never roleplayed at all, but once you get it going, it’s like… the most fun, ever. I like bars as a setting as it encourages people to take it a little less seriously than usual, which loosens people up for improv. Also: alcohol. 8)
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The rationale seems a bit similar to the core of a certain subset of RPG systems. The Neogames variant is one I think might want to check out. It’s essentially similar to what you’re doing, but uses a simpler mechanic, wherein you roll n number of d6 dice, which are exploding (so that a result of 6 on a die means you remove that die and roll 2 new dice, repeat ad infinitum).
Yeah there are a lot of systems that use pure d20s for skill rolls, and a lot of systems that use mutiple d6es for skill rolls. I suppose it looks like I just hybridised those two, but the actual inspiration for my mechanics was ‘how GURPS would work if someone way, way less obsessive had written it’. (Since I designed these rules in the early 90s, a lot of other game designers have had the same basic idea – like the designers of Over the Edge, and Savage Worlds, among others.)
So the origin of the d6 thing was me running the math and figuring out which type of dice would give me the most sensible set of probability tables, and that just turned out to be d6es. Each d6 added or subtracted changes the chance of success by at most 17.5%, although that number decreases as you get into the extremes, so that the difference between Extremely Hard and Tremendously Hard is as I recall about one percentage point or less, which doesn’t sound like much until you consider that it still make ‘Extremely’ several times easier than ‘Tremendously’.
If you don’t like all the improv stuff, skip to Section 2.2; after that it resembles a (simplified) standard RPG.