Okay, so I'm posting at 2am my time because there is a big scary storm outside that woke me up ... and also because my mind is desperately churning over a mechanic I'm trying to design and failing to do so.
I'm designing a game based on a virtual pet site I run. It's aimed at kids, quite possibly ones who have never owned pen and paper RPGs before, but who have played the web game. For this reason I think I'd like to use D6s as the dice, because it's easier than expecting them to go and buy D10s somewhere. Unfortunately the stats used in the web game are percentile, and I'd like to keep with the fact that, say, a score of 30 is not unusual for a starting character, while 80 is really good.
So the problem is, how do I simulate that using only D6s. What mechanic can I use that lets a score of 50 succeed half the time (or so, the web game is not totally percentile), while making a 10 poor and an 80 awesome. Ideally I'd like to use the units too (so 86 is better than 80), but I can live with that being used to break ties and the like.
I was toying with rolling a D6 for each 10's digit and then counting the number of 6s, or 5+s, but that's not a great approximation and doesn't do the units.