[quote=@Famotill] Agreed, I'd rather not over-complicate people, but I'd like some structure. If anyone else has ideas, please feel free to share them! [/quote] Most simple: 1d6 dice -> 1-2 means fail, 3-6 success 1d6 (more difficult option) -> 1-3 means fail, 3-6 success No Base Stats, just dicing. Also (x)*k6 -> 1-2 fail, 3-5 success, 6 big sucess, numbers may be changed to make it for example more difficult (x) here means the number of dices. 1 skill point = 1 additional dice. Let's say max is 7 (to not make it plural). If 4 times you sucess and 3 fail, you still win. Let's say 2 big successes automatically let you succed no matter what even if you fail 5 times. No base stats as well, just skill points (10 sounds reasonable, 0 means you can't do it for crap, 1 basic). All characters start with 1 point minimun in their skills (they choose them, let's say 30 of them even most basic ones, 0 mean you can't do it for crap). May invest max 2 points in each skill (1 point = 1 dice throw) so here it would be 30 or 15 skills. Or just stay at 1 point. Rest is additional let's say 3 dices (as long as it's not plural). So with this option you still have listed skills, but no base statistics of your character. Also there is that: Efficiency -> Physical Activity, Endurance, Condition, Maximum Load, Maximum Hitting Power, Physical Resistance Acrobatics -> Agility, Speed, Reflex, Acrobatic Skills Mind -> Intelligence, Fact Associating, Studying, Memorization, Ability To Discover Bluffing/Lying Character -> Will Power, Ability To Convince, Assertiveness Level, Ability To Lie, Social Skills 10 points between those 4. Each statistic has 1 basic point. Max 7 points in 1 skill (this may change later on I guess if characters enter epic levels). 5 points is considered maximum potential for normal human level, 2 points is basic commoner level (in other words standard guy with no hero potential whatsoever). If you will need to 'upgrade' players into next level, I would say 1 point to each stat after campaign (or 1 point to one of main stats) should work. I propose this way as even 1 point is alot with those numbers. After each succesful mission something like 'free win' tokken may work to award small missions as well (so you secure sucess or something similar) so they aren't pointless in short run. Player also has access to 5 epic level skills which are his strongest point. In this case you connect skill which fits one of those 4 categories the most and add 2 additional points to potential success. In other words you have a thief with stealing, which is his epic skill. Connect stealing to acrobatics with let's say basic 5, in this case he gains additional 2 points. 1 point mean 1 dice roll (with 50% win, 50% fail chance). Or you may just add final result from added points (so if someone throws 2d6 and ends up with 8 points). In case of a draw (let's say you have skill on level 4) nothing happens (depending on situation, neutral) or there is additional dice roll. Outside of epic skill levels if you do something more generic (like running) you just connect it to most fitting category and just use basic level of it (if you have 4, you have 4 dices). You may mix all those options together. I think this is most simple mechanic I ever heard of. I hope this helps.