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Jingling Charming
6a23ac
>>143
Differing die sizes.
Success is based on difference between the results.
For example, you might have a d12 for Body, which covers the equivalents of Strength and Constitution, and whenever a test came up that could use Body, you'd roll a d12.
Swinging a sword works like the skills do, and would go something like this: You've got a Body die of d12, a skill die in Swords of d12 and d4 (the next level after d12), and a career die in Mercenary (which adds to swords) of d8. To make an attack, you roll 2d12 d8 d4, and line up the highest with the highest on whatever the defender rolled for whichever defense they chose. Five more than the other is an Overwhelming success, and if your highest number is one, it's a botch. (Note that you actually use Speed for determining how well you can hit things, I'm just too lazy to change it; it's now an example damage roll.)
Combat is fairly complex, so I'll do a simpler one for the next example.
Let's say you need to climb a wall. The difficulty is 2d8, which is pretty good. Since you want to scramble up it instead of taking time on it, the GM rules you'll be using Speed for it instead, and increases the difficulty to 2d10. You'd roll your speed die of (let's say) d10, your skill die in climbing of d6, and if your Race die adds to climbing, then it, too.
Clarification?
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