First, this is all very interesting workâ€¦I like a lot of what is here.
I have been working on something very similar myself. I had decided to go with a â€œgrittierâ€ feel and make the success range 5 or 6 and keep the wild die.
In addition, altered the way the skills sat. I have made them more free floating like some other RPGSâ€¦meaning they donâ€™t always adhere to the same attribute.
In addition I changed the way speciation worked for Legend to be a bit more like World of Darkness and provide just an extra 1d6 to the roll. Alsoâ€¦if you have 2 specializations in your skill set that could be â€œsoldâ€ to the GM as applying to the situationâ€¦you would get an â€œaffinityâ€ bonus that would lower the target number of the die to 4, 5 or 6.
Add into that the option for the wild die to explode on a 5 or 6 under certain conditions and it seems to make for some interesting sessions.
I also have been toying with the idea of making all â€œunskilledâ€ rolls succeed on only rolls of 6. The wild die still factors in of course.
I am still working out the mathâ€¦but the early play tests seem to work ok with a difficulty scale of 0, 1, 2, 3, 4-5, 6-7 and 8 as long as character points are available (as well as â€œhero pointsâ€).
In this model I have also been play-testing the idea that 1 cp adds a single wild die (but it cannot critically fail). 2 cpâ€™s has had the option of the wild die exploding on 5 or 6 (not tested yet and math is pending).
Hero points would still work like â€œForce Pointsâ€ used toâ€¦doubling the die pool.
This is a system I have been dabbling with for a couple of years now, but I have not been overly active until the last few months (been writing the setting for the last 2 years). Now I am just starting to get to the number crunchingâ€¦saw this thread and thought I would get someone elseâ€™s 2 cents on these ideas.