**Core Mechanic**

As far as I know there are three basic resolution systems in 2nd ed. AD&D. The first is the simplest, roll over X on a D20 to generate a pass or fail. (Saving Throws), The second is almost identical, roll under X on a D20 (or D%) to generate a pass/fail. (Ability Checks, Proficiency Checks, Thieving Skills) and finally the To-Hit/Damage mechanic, roll of X on a D20, with the degree of success being based on a second die roll with a situationally determined die-type.

There are of course outlier mechanics (Roll X on a d6, like the elves ability to detect secret doors), but the above three are by far the most representative of the system, I think, and the to-hit/damage roll is both the most iconic and the most versatile.

So, that'll be the resolution mechanic right there. Roll 1d20, try to get X or higher. If the roll is higher than X than you reduce the challenge your confronted with by XdX points.

Potential Problems:

*Rolling multiple dice takes more time.*

*The d20's linear progression and unpredictability.*

*The d20 result doesn't directly effect the degree of success (the "damage dice")*

*The use of polyhedral's.*

My solution to the above is as follows:

Roll 3d6 (totaled) and add any relevant modifiers. If the result is greater than X (the "AC") than the action succeeds. The, the value of 1, 2 or all 3 dice are totaled to determine the impact or effectiveness of the action, based on the situation (the "damage").

So that's the system that I'm going with.

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