In actual game play everything is a % roll. Doubles on a successful roll are a critical, doubles on an unsuccessful roll are a fumble. You can try again at -20% (I spammed my charm spell unmercifully until the giant spider was charmed).
Overall I found it a simple but ingenious system. Things I liked about it included the skill as class, the reroll, and spells that level up. Things I didn't like about it, percentile dice, low number of abilities, linking both body points and fighting skill to strength (No Elric of Melnibone characters for you!), and capping level at 6. The game I ran through also felt a bit generic, I am afraid one of the problems of simplicity is a lack of hooks to hang things on. The extensive adventure generating tables in the middle look awesome, but I haven't tried them out.
After the AnCon play I put the game in the mildly interesting bin to get around to reviewing later, but a recent comment on one of my posts brought it back to the front of the list. Turns out some dedicated soul has produced an Elder Scrolls expansion. You can find it at http://www.dwdstudios.com/node/3444 . This forum post contains an extensive collection of conversion documents. The players guide includes Tamriel race descriptions, schools of magkia, ways to create walls and auras, Tamriel specific equipment, and more. The spell guide contains suggested tweaks to the BBF spells to make them Tamrielresque as well as a cross index between Tamriel and BBF spells. The GM guide has things like Tamriel diseases and poisons, as well as creatures (I was surprised to see no tamriel magic items, but perhap
P.S. I'll still have to put up with % rolls, and low number of abilities (although these are found the Elder Scrolls Games themselves)
P.P.S As always the magic system will require more acctual play experience to determine both its balance and where the broken bits are.