Several dice systems are used.  For attribute checks (such as raw strength or intellect checks), different dice are rolled directly against the score; the specific combinations of dice are selected according to the difficulty faced, so that for example on a "simple check" the character must roll less than his attribute on 2d20 (attribute scores range in value from 1 to 40 with human range between 11 and 30, although the level-and-intensity score system results in a non-linear value for some applications), while on a difficult check the dice rolled would be d30+10.  The more common skill checks are all done on a strict percentage basis similar to StarFrontiers and Zebulon's Guide to the Galaxy in its basics:  the character's chance of success is a combination of several basic factors, including his skill ability level, a best relevant attribute, a bias factor (reflecting both his general understanding of broad areas like technology or magic and the nature of the present world), and other modifiers as are appropriate to the situation.  Relative success, relative failure, and chance to botch are built simply into the single roll, so that even in combat attacks one die roll is all that is needed to determine all of the results of any attack.  The game also uses a "general effects roll" of 3d10 to assist the referee in determining the results of actions or situations in which no clear information is given.

  Although the game can be played most easily with d10's, d20', and a d30, Appendix 3:  Basic Dicing Curves has extensive advice on how to substitute for dice, creating similar or identical curves with different dice, working with "chits" as the earliest games did (when polyhedral dice were quite unknown), and even creating all of the necessary rolls of our game and most others with not more than a stopwatch.

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