Rolls
Attack Roll:
Attack rolls are made whenever an attempt at a check is made. Attack rolls can be defined as any attempt to strike at a target, overcome a situation, or initiate a check. Attack rolls are almost always made as a 3d6, with only special abilities changing this. This check largely determines the amount of experience or expertise required in order to perform a task, climbing a wall may be a trivial trial for some, but for those without the expertise the character may not even move onto the damage roll. Attack rolls add the character's proficiency bonus, attribute bonus, and all various modifiers to the result of all dice rolled. Rolling a 1, 2, and 3 results in a 6, which then has modifiers added.
Success:
A success in an attack roll adds a set of dice to the damage roll, if the damage is unlisted it is 3d6. E.g. If a character rolls 3d6 for their damage roll no success means they make no roll, 1 success means they roll 3d6, 2 successes means they roll 6d6, 3 successes means 9d6 and so on. Specific spells, abilities, and skills may specify what is accomplished upon critical successes, these specifications are in addition to the additional damage dice, unless otherwise stated.
Damage Roll:
Damage rolls represent the degree of the success in an attack roll. Damage rolls vary more than attack rolls in their dice. Standard skill checks may call for 3d6, but an attack with a dagger may call for 3d4, or an attack with a hand cannon may call for 3d20+10. Attack dice are each calculated individually, meaning that if a character has modifiers to an attack roll equal to +5 that the resulting rolls of 1, 2 and 3 are equal to 6, 7, and 8. Each result that overcomes the AR, SR, or difficulty of a target causes 1 wound to be suffered by the target.
Success:
When one of the damage dice exceeds the target number by 5 or more each success it gains increases the number of wounds added by 1 die type and adds 1 to the result.
1-4 = 1
+5 = 1d2+1
+10 = 1d4+2
+15 = 1d6+3
+20 = 1d8+4
Wounds:
Creatures, objects, and obstacles each have a number of wounds associated with them. These wounds represent the total number of successful strikes that 'damage' the target to overcome it. Trivial tasks require only one success, whereas tasks that take a long time to accomplish may take 25. Wounds represent the total amount of effort required to accomplish a task, rather than the actual difficulty of it.
Success:
When dealing over 5 wounds to a target with one attempt the GM may determine special effects that take place, perhaps the task is immediately overcome, perhaps the difficulty is lowered by 2. These bonuses are entirely discretionary.
When a creature suffers critical wounds, meaning 5+ wounds from one attack, they suffer the following conditions automatically, and only recover once they have regained at least as many hit points as is listed in the category.
1d4 = nothing
+5 = Stunned I
+10 = Stunned II
+15 = Stunned III
+20 = Stunned IV
The concept:
Separating attack, damage, and wounds allows for three avenues of attack / defense, allowing characters of sufficient level to use smaller numbers multiplicatively, and to overcome creatures and challenges below their scope easily enough, while providing a threat through numbers with such creatures and challenges.
A way to go about making quick tasks is to describe the task's complexity, difficulty, and duration. Complexity is the attack, difficulty is the damage, and duration is the wounds the task at hand has. Level 0 Trivial
Attack: 5
Damage: 2
Wounds: 1
Level 1 Easy
Attack: 7
Damage: 3
Wounds: 2
Level 1 Moderate
Attack: 11
Damage: 4
Wounds: 6
Level 1 Hard
Attack: 15
Damage: 7
Wounds: 10
Level 5 Difficult
Attack: 18
Damage: 10
Wounds: 13
Level 10 Dangerous
Attack: 21
Damage: 13
Wounds: 16
Level 15 Foreboding
Attack: 24
Damage: 16
Wounds: 19
Level 20 Legendary
Attack: 27
Damage: 19
Wounds: 22
Level 21+ Mythical
Attack: 28+
Damage:20+
Wounds: 23+