Threshold away!
RM static maneuvers use a chart based on 111+ as a success with Partial and Near Success happening at 76 and 91 thresholds.
In the later RMFRP books, they attached constant % degrees at each threshold of something like 20% for anything less than 5-75(a failure or 0% completed); 76-90(anywhere from 10-35%, usually 20%); 91-110(80%).
Rolemaster “special” rolls of 66 and 00 give 100% results with 66 having a negative/bane effect tagged to them:
…66 could be “your rope wraps around the rock but half-way through your maneuver to reach the other side, it unravels and falls into the pit as you *just* make it to the rock you lassoed, leaping to it in time!”
…while a 100 unmodified roll on the dice(00) rewards completion with a boon:
100 could be “you swing/climb your rope and find a second rope of some other previous mountain-climber that used this same path but left their better/same gear!”
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When I didn’t wanna look things up, and admittedly hated 111+, I used 101+ instead with% completion threshholds for every 25% one achieved. Easy for players to remember, too!
As you see from replies you’ve received on your different posts, don’t be afraid to finagle a fair reply of whatever rules you do commit to memory. You’re never wrong if you’re fair.
As MisterK above noted, never not provide a second “saving throw” on a failed skill check(“make an RR/save to see if you can grab the rock, just as the rope gives way!”) for a PC and describe a way less successful conundrum for them!
The sky is the limit in how players get themselves out of new holes they find themselves in from failures, and a tonne of RP and great player stories abound from later tales of sessions they had with their alter-egos!
That said, RM is a hilarious big boy/girls game of crunch and characters do die from bad decisions/strategy. Don’t take that away completely or your RM game loses its magic of risk and anxiety for make-it-or-break-it obstacles.
Enjoy your continued walk through the ruleset, man!