RPG with core mechanic based on grouping dice under a specific sum


A few years back, I read an RPG which used the core dice mechanic of rolling a number of d10s, then arranging the dice into sets, such that the dice in each set added up to no more than a specified limit. Both the number of sets and the number of dice in each set were involved in determining the final result, but I’m pretty sure the actual numbers on the dice and their sum were not relevant aside from limiting which dice could be grouped together.

Many/most of the examples of using the dice mechanic were framed in a context of combat, emphasizing that several groups of only two dice each would represent a flurry of multiple quick, weak strikes, while a single group of, say, six dice is a single, powerful blow.

I know that “roll a bunch of d10s and group them” might sound like ORE, but this system was definitely not ORE. In ORE, the grouping is dictated by which dice roll the same number as each other, while in the system I’m trying to remember, the player chooses how they wish to group the dice and, in the case of opposed rolls, the rolling and grouping are done in secret, creating a strategic element of trying to guess how the other person will choose to group their dice (lots of small groups, one big group, or a mix of small and large) so that you can group yours in the most effective way to counter them.