into your works by reposting the RTD Ruleset 2.0 snippet I posted over at RTD Wars thread.
RTD Attributes should not follow the common RTD mechanic, as it is eliminating the chances of failure all to quickly as bonuses are added. Instead, the exact value of an attribute should determine the dice value to be cast. At 6, the distribution is standard: [1]:Critical Failure(CF), [2]:Failure(F), [3]:Meager Success(MS), [4]:Success(S), [5]:Critical Success(CS), [6]:Overshot(OS). Below and above 6, the distribution is altered, but no different items are added, instead the list is padded with the usual items to the needed length, or items are removed in a certain order. The list for 1 to 6 values is as follows:
D1: [1]:CF.
D2: [1]:CF, [2]:MS.
D3: [1]:CF, [2]:F, [3]:MS.
D4: [1]:CF, [2]:F, [3]:MS, [4]:S.
D5: [1]:CF, [2]:F, [3]:MS, [4]:S, [5]:OS
D6: [1]:CF, [2]:F, [3]:MS, [4]:S, [5]:CS, [6]:OS
The setup for the value of 3 is controversial, in that the value 2 may seem more beneficial. This is partly because the value 2 setup includes a Meager Success instead of a Failure as it should have; this was done to allow even severely crippled characters a chance of performing an action. While increasing the chance of failure does indeed decrease the chance of even the meager success, it should be noted that adding the chance of normal failure is a necessary step anyway, it is better done at a low value of 3 instead of 4, and it also reduces the chance of the Critical Failure, which may be seen as slightly beneficial.
No attribbute can be lowered to less than 1, mostly because it won't really make sense anymore. Above D6, new items are added to the list, padding the margin in which a given result occurs. The progression of padding increases as follows, repeating as necessary: MS,S,OS,MS,S,CS. It should be noted that failure margins need not be increased, as the system of expanding die values does not rule out failures for any attribute value, and the value increasing should not in any way increase the chance of failing, as that would be contrary to common sense. On the other hand, both Overshots and Critical Successes need not be as frequent as Meager and normal Successes, and so their probability increases only once per two increases of the other margins.
Due to the increased complexity this introduces, a single D6 will no longer be sufficient to play. Instead, however, a typical Dungeon Master's die set can be used, which includes dice with 4, 6, 8, 10, 12, and 20 sides, which are sufficiently close together so that a die can be selected which has just enough sides to include all of an attribute's value, leaving a fairly small chance that the result will exceed it, forcing a reroll. With enough patience and a little mathematical prowess, one can make do with just the D20, applying multiplicative patterns to values below 11, and/or simply rerolling exceeding results.
Feel free to utilize.