So, here we are. Knee-deep in development. All of the notebooks, all of the old files, scraps of paper with notes made in the middle of your day job or middle of the night are all coming together. Or so I'd like to think. It should be easy, since there is so much work has been already done, but its anything but. At first, you see how long and difficult this journey has been. Then you see all of the previous concepts that either did not worked, or got scrapped midway. It's heavy toll. But necessary. We, at Star Wolfs Studio, are perfectionist. That means only one thing: all difficult concepts must be easy to explain and understand to players.

In my "research" I suddenly rediscovered two old but still great games: DnD and Space Hulk. In my opinion, Dungeons and Dragons, despite 5 or more editions, is still a very convoluted system. However, it still manages to present your efforts in a very quick an simple roll of d20. How "realistic" your chances of victory or defeat is open to debate, but system determines it by opposing roll of d20. In fact, system does not care for your preparation or other input: its all in the dice.

So where is d12 coming? Good question. I'm glad you asked.
In current rules, d12 is a main die used in every test you make during the game. To make resolution faster, you always know your success threshold. Even if you fail on the roll, you still can modify it using results from "Effect dice". Then all you have to do is compare results: win-win, win-lose, lose-lose, is all available options. But what about Critical success? Its still a Win result. But with benefits.
In order to conclude designers ramblings: the test should be simple, easy to understand. But it should reinforce other mechanics of the game. Lets hope that play testing this version of STALCKER will show that it works.
Sincerely yours,
P.S.