On Dice
In Caradorian Role-Playing, we use four types of dice -- a six sided, a ten sided, a twenty sided, and a hundred sided. They are referred to as a d6, d10, d20, and d100. ('d' stands for 'die'). The only common rolls are a d10 and d100.
All you need, then, are two ten sided dice and a six sided die. Almost always, you will be using the ten sided dice, so when you're at the hobby shop, take some time to roll some of the dice to find ones that work well for you.
You'll commonly need to roll a d100. To do this, simply roll the two tens, using one as the first digit and the other as the second digit. Using the same principle, you can use the ten sided to get a d20 roll (simply let one die indicate whether you've rolled 1-10 or 11-20.)
If you want less dice, Rebecca and I play using only a d6 and d20. Since the d6 is seldom used, the d20 serves as an all-purpose die. Here's how to use your d20 as a d10 and d100. Practice with your actual die as you read this, and it will make a lot more sense!
For d10, simply roll your d20 and if you get a roll of 11 or higher, ignore the first digit. Thus, a roll of 17 equals a roll of 7, a roll of 20 equals a roll of 10, and a roll of 13 equals a roll of 3.
For d100, roll as you would for d10, only do it twice, and put the digits together. Thus, if I roll 13 on my first roll (3) and 17 on my second roll (7), my number on a d100 equals 37. Again, if I roll 4 on my first roll (4) and 19 on my second (9), my roll equals 49. A roll of 10 and 10, 20 and 10, 10 and 20, or 20 and 20 equals 100. And a roll of, say, 10 (0) and 14 (4) equals 4.
If this is still confusing, here are a few more examples.
To get a d100 score, if I roll --
20 and 12, I get 2.
14 and 9, I get 49.
1 and 10, I get 10.
17 and 7, I get 77.
The characters that your people will be playing are often quite colorful and noticeable. It’s possible that even the gods and goddesses pay them special attention. Therefore, during combat or other rolls, any roll of 00 (100), whether rolled by a character or an opponent, should be played out to the player’s favor. If the opponent rolls 100, simply make it a miss (which it would be anyway), and perhaps make the opponent stumble or drop their weapon. If the character rolls 100, give them a special bonus, like doing double their regular damage or automatic grievous or something else beneficial, if possible.
One last note. When people become very high ranked in skills, their percentage begins to near 100, but because things can always go awry in the world, it's a good idea to limit any percentage to 96.