Ouch! *DoubleZero* is a complete clunker, which I would find unplayable. The *Easy Mode* supplement would seem to address the problem with characters tending to fail too often. The fatal flaw is that in any difficult task the only possible outcome is a high-quality outcome. Easy tasks add the chance of getting successively inferior successes, but don’t alter the probability of an Excellent result.

Suppose that we have a typical player character with a Dex of 12, who has the Fire Combat skill with the Handguns concentration, and that they take a shot at someone with their pistol. The GM rules that this is a Standard difficulty Skilled check, so the PC gets a +1 Modifier Adjustment for an applicable Concentration. The adjusted Mx is 4 and the PC has a 48% chance of hitting. If the percentile dice roll is

- 01–12 the effect will be Excellent (double damage)
- 13–24 the effect will be Above Standard (rolled damage +2)
- 25–36 the effect will be Standard (rolled damage)
- 37–48 the effect will be Below Standard (rolled damage -4)
- 49–00 Failure (miss)

It is not possible to get a result of Acceptable (half damage) on a task with Mx 4.

Now suppose that that character is forced to take a Skilled Hardest shot (because of range and other conditions) with a rifle. They get no bonus for their Concentration in handguns. The adjusted Mx is 1 and the PC has a 12% chance of hitting. If the percentile dice roll is

- 01–12 the effect will be Excellent (double damage)
- 13–00 Failure (miss)

It is only possible to get poor results on easy tasks. On hard shots you always either bullseye or miss the target completely.

*DoubleZero* is not the RPG for me.