Right. I'm having a great time with it, frankly. There's not much for ready-to-roll-out magic in there, but it rarely gets used in my games for whatever reason so I have had no issues; combat is pretty smooth and painless (well, except for the characters who are fighting...); the system is pretty easy to adapt to a classic D&D feel, f'r'ex, which is what I'm doing; and also the critical successes and critical failures are, I find, very inspirational.
Last night, f'r'ex, my wife rolled a '1' on her Wild Die while listening at a door. That '1' can have three results:
- It can remove itself, and the highest-rolling die, from the total;
- It can indicate that something bad is going to happen; or
- It can just be added in, too bad so sad.
Instead I put a poisonous mold on the door, which, when the door was opened, puffed out its spores and WHAMMO! Cough-hack-damage!
Lunch is up. Gotta go. Good times!