going back to basics.

During an epiphany at work I stumbled across some blunders that I had made in my initial designs of the rolling mechanics, so I decided to go back and rework most of them.
I came to some conclusions after a bit of playtesting and decided to wipe the slate clean working on a new mechanic.
Something an old friend of mine had said at one point got me thinking about the percentile system.
Now, every game I’ve ever used that included it has been mindlessly conforming to consulting charts or any other number of rediculous tables and statistics for use of anything, and most of them seem to always include the mechanic of leveling up a skill after it’s been used successfully.
I hate this system, it smacks of downplaying the player characters abilities to me, if I want to play in a roleplaying game then by goodness Ill play a hero, not some schmuck who has to be thankful every single time he rolls a good check.

So currently I’m working on a new way to do the percentile mechanic, or I should say a way that dosn’t ever require that one consult a chart. I fail to see the necessity of them to be honest.
If a player rolls the score he’s looking to roll, I feel that it should be a success, not a leveled success, not a “you just barely made it” success, a good old fashioned “right on, you did it” success.

Thoughts?

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