OTHER 1D10 SYSTEMS 1D10 SYSTEM by Elizabeth Bartley Take your Dice Pool, subtract the Difficulty. Add a ten-sided Ars Magica stress die*. The result is your success level; if you want to convert it into Storyteller number of successes, divide by it two. The one problem is that some difficulty tens *should* be impossible or nearly impossible, and if you've got a high dice pool they aren't. I think this is compensated for by the fact that ability is rewarded even at the highest levels. More importantly, it fixes the stupid botches, and brings the randomness down to the level I like it at. (It's too difficult for skillful people to fail difficulty 7-8 tasks for my taste. If a character's dice pool is 12, something should be very wrong when she's failing a difficulty 8 task. When I experimented, it happened far too often for my taste.) *Ars Magica stress die: roll a 1d10. If it's a 0, roll it again; a second 0 is a botch, any other result means the 0 is simply a zero. If it's a 1, roll it again and double the result (a 0 becomes a 10 at this point); continue doubling as long as you continue getting 1s. I'm tentatively using a diceless system based on that, where you simply assume the stress die result was a two. (Success level = Dice Pool - Difficulty +2 ; number of successes = 1 + (1/2 dice pool - difficulty).) 1D10 SYSTEM by John R. Snead I greatly love the Storyteller games, but have found a serious problem with the mechanics. When I ran using their system it always seemed the characters succeeded the vast majority of the time, and if they didn't, a botch was more likely than a simple failure. Have any of the rest of you folks found this to be true? Well, since I don't much like GURPS I decided to adapt their sytem to Ars Magica type rules. Basically, everything stays the same, except that you take Stat+Skill (or whatever)+1d10, and roll vs a target # (the listed difficulty level+3 works great) Instead of counting how many successses you make, count how much you made the roll by, and apply it just the same. This works much better, and involves minimal changes to the game.