Malckuss on Japanese RPG Mechanics

It's been a long time since I've posted here. I have moved and had some weird occurrences in my personal life. But I have been chugging away at my game, and the Word document is getting hefty.
However, recently my design changed. With the actual release of D&D Next's initial public play-test, I realized something important about my game. My game had more in common with Japanese console RPGs. So I decided, to turn this project into a Japanese-style TRPG.
Japanese TRPGs (Table-talk Role Playing Game, named to distinguish them from console RPGs) are fascinating to me. They all started off as their own versions of D&D. Traveller was the first game translated into Japanese in 1984, and then the following year, D&D, in 1985. Polyhedral dice are REALLY difficult to find in Japan, especially in the rural areas, so many Japanese started writing houserules to make use of d6s, which they have had for hundreds of years. Many of them became extensive, and got published. The top 3 Japanese RPGs are either D&D itself, or a domestic fantasy game.
Japanese games have some really cool inovations independent of Western design; but they also have much in common with U.S. games from the late '80s- early '90s. Indie-style games are practically non-existant, with weird exceptions like the Maid RPG.
The basic Japanese mechanic, used in many of their games, revolves around rolling 2d6 and adding a value (with a widely varied range, anywhere from 0-50 or higher for high-level play) to that outcome, with 2 being a critical or automatic failure, and 12 being a critical or automatic success. Its simple, it's fast, and your training & natural ability heavily outweighs chance.
It's also a little boring, and predictable. There are games that break from this approach, but this formula fits several of the Japanese games I am familiar with. I want to mess with the formula.
There are two Japanese games I can find information on that differ from this formula. Arianrhod starts with a base of two dice, then adds in dice for skills and modifiers. Tenra Bansho Zero uses dice from your attributes and any dice coming up the same value as your skill (which ranges 1-5) is a success (so if you have a stat at 4, and a skill of 2, any dice that come up a 1 or 2 count as a success, and anything higher is a failure. Sixes are always a failure.
My original idea was to use the basic mechanics from Silhouette Core (for those of you who don't know, you roll a number of dice equal to your skill rating, 1-10, with most people topping out at 5, take the single highest value, and add an additional value from your attributes, usually a +1 or +2) and modify it. Howver, now I think I want to marry the method from Arianrhod with a modification of Tenra, and add in a form of the Wild die from the old WEG's d6 system.
The following is the basic mechanical idea.
The basic rules for this system utilize multiple six-sided dice, used to form dice pools. Each Player is allowed to roll two dice, referred to as the base die-pool, for any task, whether they are trained in the skill associated with a task or not. Any exceptions to this rule are noted explicitly in those cases.
In addition to the two base dice allowed for every roll, an extra d6 is added. This die should be of a different size or color, or if preferred, rolled by the GM or another player. This die is called the Wild Die, as it introduces a radical element to the die pool. In general when reading the wild die, you ignore any value other than a 1 or a 6. Any time the wild die comes up showing a 1, something has happened to complicate the action. You remove it from the pool, and also remove the highest die showing in the pool. If multiple dice are showing the same high value, you should remove just one. On a 6, your action has managed to succeed in a spectacular fashion. You may now count the die towards a success twice. GMs wishing to give such rolls more narrative weight are encouraged to do so by describing how the action was complicated or why it was so spectacular.
Training in a skill allows you to add dice to this initial pool, 1 die for each rank you have in the skill, rated 1-5. These additional dice in your pool are referred to as Skill dice. Once you have finalized how many dice reside in your pool, (Base + Wild + Skill = total dice pool) you roll them, looking for any dice that come up as a 6. The level of your skill also modifies this value; each skill level subtracts 1 from the number needed to count the die towards a success. So if you have a Skill of 2, you add two dice to your pool and need a 4 or better to succeed on the roll. Base or Skill dice that turn up 1 are called Opportunities, and are removed from your die pool. Base or Skill dice that come up 6 are called Surges, and give you one shift towards success. Dice that come up showing a 2-5 count as shifts if they match or exceed your Skill modifier, but are not considered Surges (these are used to fuel special abilities).
The bonuses from your attributes (generally a +1 or +2) add to the total number of shifts from your roll (provided that you have at least one Shift from your dice). This total is then compared to an opposing roll or to a fixed difficulty as shown on the following table.
The Difficulty is the base number of Shifts needed to succeed at a task, with the default being 1, and running up to 10.
Thoughts would be appreciated, and anyone who knows how to get the page Any Dice to work for them has my deepest thanks if they could plug this into the calculators and link it up.
Thanks in advance.
However, recently my design changed. With the actual release of D&D Next's initial public play-test, I realized something important about my game. My game had more in common with Japanese console RPGs. So I decided, to turn this project into a Japanese-style TRPG.
Japanese TRPGs (Table-talk Role Playing Game, named to distinguish them from console RPGs) are fascinating to me. They all started off as their own versions of D&D. Traveller was the first game translated into Japanese in 1984, and then the following year, D&D, in 1985. Polyhedral dice are REALLY difficult to find in Japan, especially in the rural areas, so many Japanese started writing houserules to make use of d6s, which they have had for hundreds of years. Many of them became extensive, and got published. The top 3 Japanese RPGs are either D&D itself, or a domestic fantasy game.
Japanese games have some really cool inovations independent of Western design; but they also have much in common with U.S. games from the late '80s- early '90s. Indie-style games are practically non-existant, with weird exceptions like the Maid RPG.
The basic Japanese mechanic, used in many of their games, revolves around rolling 2d6 and adding a value (with a widely varied range, anywhere from 0-50 or higher for high-level play) to that outcome, with 2 being a critical or automatic failure, and 12 being a critical or automatic success. Its simple, it's fast, and your training & natural ability heavily outweighs chance.
It's also a little boring, and predictable. There are games that break from this approach, but this formula fits several of the Japanese games I am familiar with. I want to mess with the formula.
There are two Japanese games I can find information on that differ from this formula. Arianrhod starts with a base of two dice, then adds in dice for skills and modifiers. Tenra Bansho Zero uses dice from your attributes and any dice coming up the same value as your skill (which ranges 1-5) is a success (so if you have a stat at 4, and a skill of 2, any dice that come up a 1 or 2 count as a success, and anything higher is a failure. Sixes are always a failure.
My original idea was to use the basic mechanics from Silhouette Core (for those of you who don't know, you roll a number of dice equal to your skill rating, 1-10, with most people topping out at 5, take the single highest value, and add an additional value from your attributes, usually a +1 or +2) and modify it. Howver, now I think I want to marry the method from Arianrhod with a modification of Tenra, and add in a form of the Wild die from the old WEG's d6 system.
The following is the basic mechanical idea.
The basic rules for this system utilize multiple six-sided dice, used to form dice pools. Each Player is allowed to roll two dice, referred to as the base die-pool, for any task, whether they are trained in the skill associated with a task or not. Any exceptions to this rule are noted explicitly in those cases.
In addition to the two base dice allowed for every roll, an extra d6 is added. This die should be of a different size or color, or if preferred, rolled by the GM or another player. This die is called the Wild Die, as it introduces a radical element to the die pool. In general when reading the wild die, you ignore any value other than a 1 or a 6. Any time the wild die comes up showing a 1, something has happened to complicate the action. You remove it from the pool, and also remove the highest die showing in the pool. If multiple dice are showing the same high value, you should remove just one. On a 6, your action has managed to succeed in a spectacular fashion. You may now count the die towards a success twice. GMs wishing to give such rolls more narrative weight are encouraged to do so by describing how the action was complicated or why it was so spectacular.
Training in a skill allows you to add dice to this initial pool, 1 die for each rank you have in the skill, rated 1-5. These additional dice in your pool are referred to as Skill dice. Once you have finalized how many dice reside in your pool, (Base + Wild + Skill = total dice pool) you roll them, looking for any dice that come up as a 6. The level of your skill also modifies this value; each skill level subtracts 1 from the number needed to count the die towards a success. So if you have a Skill of 2, you add two dice to your pool and need a 4 or better to succeed on the roll. Base or Skill dice that turn up 1 are called Opportunities, and are removed from your die pool. Base or Skill dice that come up 6 are called Surges, and give you one shift towards success. Dice that come up showing a 2-5 count as shifts if they match or exceed your Skill modifier, but are not considered Surges (these are used to fuel special abilities).
The bonuses from your attributes (generally a +1 or +2) add to the total number of shifts from your roll (provided that you have at least one Shift from your dice). This total is then compared to an opposing roll or to a fixed difficulty as shown on the following table.
The Difficulty is the base number of Shifts needed to succeed at a task, with the default being 1, and running up to 10.
Thoughts would be appreciated, and anyone who knows how to get the page Any Dice to work for them has my deepest thanks if they could plug this into the calculators and link it up.
Thanks in advance.