- RR was successful
This gave me an idea...
Make a character's RR mods into a Target Number that the caster has to exceed in order to affect the target.
For example, Jon the Fighter has a normal mod versus Essence of 35. Ok, so at first level, you add 50 to that so a caster has to exceed an 85 to affect him.
Now, since the RR table uses level as mod, you add +5 at levels 2-5, and then +3 per level at levels 6-10, and then +2 at levels 11-15, and then +1 per level after that.
For the caster, he makes his roll as normal. However, reverse the sign on the result from the Base Spell Attack table (i.e. a + becomes a - and a - becomes a plus) and add the result to 50 (also adjusted for level as described above).
So, a 10th level caster has a base attack mod of 85, and the 5th level target (with a RR mod of 35) would have a RR TN of 105.
The caster (using RMC's core rules) rolls a 28 (+10 from level) for a total of 38 (we will use the General column) which the table says is +15, so we change it to -15 and then add is to caster's base --
85 + -15 = 70
And since this is less than 105, the caster's spell does not affect the target.
He tries again a few rounds later, and rolls a 71, for a total of 81 which results in a -40 on the Base Attack Table, reversing it, that makes it a +40, so....
85 + 40 = 125
The spell succeeds.
If you are using stats with spell casting, then that can make it easier to cast a spell on somebody...
Anyways... this is just an idea I thought I might toss out....