Eclipse Phase uses a d100 system in which a roll is made against a target number, typically generated from a character's skill with possible modifiers, with a value between 01 and 98. The result is a success if the roll is equal to or less than the number. 99 is an automatic failure while 00 is an automatic success.
In some cases, the roll is opposed, as is the case in combat. In fact, Eclipse Phase bucks the recent trend toward rules-lite combat resolution seen in many small publishers today, by creating a fairly complex combat routine. First of all, there is an opposed attack by which the defender attempts to avoid being hit. Then, if the attack is successful, damage vs. armour is determined with factors such as critical hits and armour penetration value of weapons coming into play. Finally, assuming some damage gets through the armour, a wound threshold for the morph must be overcome to inflict actual damage. This is not a game for those who like streamlined combat. Personally, I'm more of a simulationist-type gamer, so this combat resolution system doesn't discourage me at all.
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