In Star Wars (FFG), the dice types are: 3 good (weak, regular, strong), 3 bad (weak, regular, strong), and 1 for Force effects. There is also a pool of 2-sided Force chips that GM and players can both use. A typical roll depends on: your PC's Brawn, Agility, Intellect, Cunning, Willpower, and Presence; how many ranks (of training) you choose, whether other PCs help yours, environmental conditions (darkness, prone target, etc.) and the opposing strength of "bad" dice of your target, -- so you end up rolling several dice, which have various symbols on them. Your PC will have special talents from what you've purchased from talent trees, too. Good & Bad symbols annihilate each other (just like matter & antimatter), then you write your action using what's left. It creates a lots of mixed results -- gray areas -- more like real life than simple d20+modifiers systems. For example, my pilot failed a roll, but had enough Advantage symbols to make a soft (but very messy) landing in the swamp. It's possible to succeed, but generate several Threats that the GM resolves -- such as shooting both one of the bad guys and the lighting system into oblivion during a fight. Of course, the Force may be used in a special ways, too, both by the Dark GM, and the Light PCs.