When Alex told me this idea long ago, i thought it was wonderful, and my group has been playing decimal HW with d12 for years now. It works very well indeed, for my group. The difference is that 11 is simply a crit and 12 is a fumble; i don't do the roll-again-bit (which i've incidentally decided to try next session).
An other idea we've been discussing in my group is having the choice of rolling d10 ("safe" roll; no chance of crit of fumble), d12 or d20 ("wild" roll; if you roll above 10, you crit on odd numbers and fumble on even).
I've only changed the ability levels � i haven't touched bonuses, modifiers or the value of HPs, which means that characters advance somewhat faster, and that +1 modifiers have twice the power. Suits my campaign perfectly.
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