One thing I've learned from Apocalypse World is that dice don't have to be complicated. It's a 2d6 system. More accurately, it's a 2d6 system with interesting results that point the players back to the fiction. When I first encountered small press games about five or six years ago, there seemed to be a trend of creating kooky rules for conflict resolution, combining dice with cards and the phase of the moon. The more esoteric, the better. Apocalypse World reminds us that the dice (and the rules in general, for that matter) should be as unobtrusive as possible.
It's little wonder, then, that I've felt the need to again streamline my rules for decision points in Siege. I've had a little fun working out the probabilities for the dice pools so that the player experience is simplified without affecting the probabilities significantly. In other words, you probably won't notice the difference between what the previous methods provided and this revised version.