http://www.ludism.org/ppwiki/ConsensusFantasy
5. An argument's strength determines what needs to be rolled on a piecepack die for it to happen. Players roll one die for their own arguments. If they roll any of the target numbers, then the argument happens. (If an argument will always fail or always succeed, they don't roll for it.)
Strength piecepack d6 d100 VERY STRONG 2,3,4,5,A 2,3,4,5,6 85 or less STRONG 3,4,5,A 3,4,5,6 70 or less AVERAGE 4,5,A 4,5,6 50 or less WEAK 5,A 5,6 33 or less VERY WEAK A 6 15 or under Table 1
Piecepack dice have six sides: N 2 3 4 5 A, where N means "null" and A means "ace". In Consensus Fantasy, nulls count as 1 and aces count as 6. N is an automatic failure and A is an automatic success.
If you roll either of these special values, roll again. (But don't roll again when settling competing arguments or conflicts.) If your second roll is another special value, this is what it means:
piecepack d6 d100 Meaning N & N 1 & 1 more than 85 & more than 85 "no, and..." extra failure N & A 1 & 6 more than 85 & 15 or less "no, but..." a positive side A & N 6 & 1 15 or less & more than 85 "yes, but..." a negative side A & A 6 & 6 15 or less & 15 or less "yes, and..." extra success Table 2
The gamemaster determines what these results mean by making an argument for an unexpected event. (See Unexpected events.)
Table 1 shows how to roll for results in Consensus Fantasy on both standard six-sided dice (d6) and percentile dice (d100) as well as piecepack dice. Table 2 shows the special values on the same three kinds of dice.