When you talk about D&D, your mind goes immediately to the european 20-sided polyhedron (that replaced Arnesonian's d6).

The typical D&D's action resolution has always been something like rolling a d20 (plus modifiers), meeting a target number or beating it, then rolling another kind of die (plus modifiers) to estabilish the damage.

Pretty easy mechanic but - especially in more recent versions - too many flying numbers IMHO.

In my Rule Set, I've decided to choose a

First of all, you have a bell distribution and not an uniform distribution.. so that results gather usually in the middle.

Second, I wanted to use a single dice roll to display both the chance and the quality - damage, in combat - of the action resolution itself.

When you roll the dice, you need to beat 2 target numbers: the first one depends on your parameters, the second one depends on your target.

To make it clear, the sequence is:

- look at the Resolution Matrix to see you target number to beat

- roll 2d10, and try to beat it

- if you beat it, take the lowest die

- if the lowest die beats your opponent's number, your action takes effect

What's the opponent's number? Well, it can be 2 things: a static

The typical D&D's action resolution has always been something like rolling a d20 (plus modifiers), meeting a target number or beating it, then rolling another kind of die (plus modifiers) to estabilish the damage.

Pretty easy mechanic but - especially in more recent versions - too many flying numbers IMHO.

In my Rule Set, I've decided to choose a

**2d10 resolution**instead of the classic d20. Why?First of all, you have a bell distribution and not an uniform distribution.. so that results gather usually in the middle.

Second, I wanted to use a single dice roll to display both the chance and the quality - damage, in combat - of the action resolution itself.

When you roll the dice, you need to beat 2 target numbers: the first one depends on your parameters, the second one depends on your target.

To make it clear, the sequence is:

- look at the Resolution Matrix to see you target number to beat

- roll 2d10, and try to beat it

- if you beat it, take the lowest die

- if the lowest die beats your opponent's number, your action takes effect

What's the opponent's number? Well, it can be 2 things: a static

**Saving Throw (ST)**against spells/missiles, or the**Armour Rating (AR)**against physical blows.Let's say Harbrik the Dwarf is fighting against a goblin: Harbrik is the first to attack, so his player rolls 2d10 to beat a To Hit number of 12.

He gets 9 and 6, for a total of 15: that means he strikes the goblin, but first Harbrik needs to beat goblin's leather armour.

A leather armour has an AR of 3, so the lowest die - a 6 - easily beat it and the goblin takes the damage.

He gets 9 and 6, for a total of 15: that means he strikes the goblin, but first Harbrik needs to beat goblin's leather armour.

A leather armour has an AR of 3, so the lowest die - a 6 - easily beat it and the goblin takes the damage.

Now, that 6 represents the potential damage of the weapon wielded by Harbrik.. but it can't exceed the damage range of the weapon itself.

Each weapon - or monster attack - has its own

**damage range**: to make a long story short, if a long sword deals a d8 of damage in D&D, in my game that same long sword has a damage range of 1-8.

So, if the lowest die is a 6 a long sword deals 6 points of damage, if it's a 7 you hit for 7 points of damage.

With a 9, you deal just 8 points of damage: you can't exceed the maximum (unless a particular rule says something different).

In all this process, no modifier - positive or negative - will be added.

FYI, the

**Action Resolution Table**- used for Combat, Spells and other Actions - is just a revised version of

**Chainmail's Spell Complexity Table**, expanded from a 12 to a 20 basys.

Artwork by

**Jared Hindman**.

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