Sketchy D&D
Your hero: Assign 3 points to STRength, DEXterity, CONstitution, WISdom, INTelligence and CHArisma (maximum 2), then choose a class below.
Engine: Rolls are 2d6+Stat vs target number: 6 to 10 as determined by the DM. (Hipsters like me can also use the *World 6-/7-9/10+ framework) Roll STR or DEX to hit, INT or WIS for spells, CHA for reaction, WIS to notice, CON to resist poison, etc.
- In combat, you can attack STR times.
- Roll CON d6 for your hit points. 0 CON gives you 1hp.
- Your Armour Class is equal to 6+DEX+armour.
- If you can pay them, you can hire up to CHA followers.
Thieves can use DEX for thievery stuff, can use light weapons and armour.
Fighters get an extra hit die at level 1, 3, 5, etc. Heavy weapons and armour.
Magic-users can cast INT first level spells. At level 3 they get INT-1 second level spells, at level 5 INT-2 third-level spells, and so on. Puny weapons, no armour.
Clerics can turn undead with CHA. At level 2, they cast WIS first-level spells. At level 4 they get WIS-1 second-level spells, at level 6 WIS-2 third-level spells, and so on. Light weapons, medium armour.
Elves cast magic-user spells as if they were one level lower, and have super senses (INT to detect things). Medium weapons and armour.
Dwarves are fighters with +2 to resist alcohol, poison and magic. Medium armour and weapons.
Weapons: puny 1, light 1d6, medium 1d6+1, heavy (two-handed) 2d6.
Armour: light +1, medium +2, heavy +3, shield +1. No DEX bonus to AC with medium or heavy armour.
Spell lists adapted from B/X D&D.
Every 10xp, gain a level and add +1 to one stat.
Source: http://txti.es/dungeon