No, DDD was my rouge-like game that I did for the RL challenge back on one of the FB forums ages ago. It turned out OK, but I would like to expand it into more of a Moria-style game.
Until I can work up a doc, here is the D100 system in a nutshell. As you can see it is very simple. It is basically made up of these three parts. Keep in mind that this is a WIP and should be modified to your individual game needs.
Stats
1. Define attributes with random starting values 1 to 100.
1.1 Attributes are "nature", i.e. innate values.
2. Define skills (if desired) based on attributes.
2.1 Skills are "nurture", i.e., learned values.
2.2 Ex: Sword skill is based on Dexterity / 10. Dex: 56, Sword: 5.6 (round as desired).
3. A single attribute may influence a number of skills. For example, Dexterity would affect hand-to-hand weapons, picking locks, hand-based magic, etc.
Nature vs. Nurture
1. Attribute advancement (nature) should be costly, that is a lot of experience points for single gain. It takes a lot of work to get stronger for example.
1.1 Advancing an attribute should infer a bonus on all related skills. For example, a +1 gain on Dexterity offers a +10 (or desired value) to hand-to-hand weapons, picking locks, hand-based magic, and other related skills.
2. Skill advancement (nurture) requires a lot of time, but less experience points. 2.1 A skill can be advanced only when the minimum number of successful actions with the skill have been performed.
2.2 Skills can influence each other, if desired. Increasing the lock pick skill may also increase hand-magic skill since both are performed with the hand.
Combat
1. Calculate an attack (attacker) and defense (defender) value. Add in any + or - modifiers to both attacker and defender.
2. Min value is always 1.
3. Normalize to 100, using above equation.
4. Compare D100 roll to normalized value with advantage going to higher stat value.
5. Determine hit or miss.
6. Damage is based on weapon damage rating with +/- modifiers.
Actions
1. Determine Difficulty Rating (DR) of action. Add in any modifiers.
2. Determine attribute and/or skill value required for action. Add in any modifiers.
3. Min value is always 1.
4. Normalize to 100, using above equation.
5. Compare D100 roll to normalized value with advantage going to higher stat value.
6. Determine success or failure.
That is basically the system. The actual values are not really important and can be adjusted depending on the needs of the game. I prefer a nature vs. nurture system, that is, attributes that describe the character naturally which are hard to advance, and skills that describe how the character learns which take time to advance. However you could also have an attribute-only based system or skill-only based system or even a different system altogether. It doesn't really matter. The key is that you have 2 values normalized to 100, roll a percentage value and then compare the result. The advantage always goes to the higher stat value.