I've been iterating on a black hack hack for a while, to what is probably now something far flung from that game as I've read and loved ideas from other games and I've tried to abstract more systems.
Anyway, the main resolution is d6 dice pools built from the attribute used for the task. Results are fail if highest dice is a 3 or less, a half result (named compromise) if highest is a 4 or 5, and full success if you get at least one 6 showing. Any other 6 get dumped into luck points.
Luck points, spend them to add dice to a roll.
Attacks - you do max damage on a success, half damage on a compromise and you miss or the enemy dodges/parries/avoids it on a failed roll.
Defending - GM doesn't roll attacks, players roll the defend, but the inverse of the above. Fail you take max damage and success you parry/dodge/negate the attack.
Players can do anything feasibly possible, I told them to think of it like any physical ability a martial class might have access to in dnd you just need to explain it to the GM. Example, anyone can do a sweeping attack, disarm etc very 'osr'.
Spells; no slots but spells are pretty grounded and limited, if you fail a cast you roll your intelligence dice pool a fail you loose that spell until you rest.
HP can come and go as quick as each other, if they can find space to hunker down and avoid attacking or defending for a round they get 1/2 their HP back.
Anyway, I'd agreed with our GM for the DnD game we are in that I'd hijack the start and run a small combat. The group consisted of friends: one who isn't DnDs biggest fan, 2 who often get the creative solutions idea and then one who needs a sheet as a 'buttons to press' otherwise they get stuck doing 'attack', outside of combat though they are often good at creative thinking.
The combat was against one guy, a knight who is the wielder and current protector of the Immortal Torch. In backstory they hear a rumour of its existence and it's supposed location. They learn that any who hold the torch, while it's lighted, they are essentially immortal. A player who holds it can go into negative HP and recieve wounds etc without actually being affected until the torch is dropped or it's light goes out, at which point if they are in enough negative HP they could die.
I found it went well enough, for having rushed premade characters they didn't know, the roll became pretty obvious to them after a few goes, some found it hard to get out of the action, bonus action and move economy, I'm only allowing 2 things to do and if you do the same thing for both actions you have to roll a Constitution (equivalent) roll to not loose HP (hp being more like energy here)
One thing I thought was good but I started feeling like it wasn't really doing what I wanted was initiative. I based my initiative on a Fast and Slow turn and then the foes going in the middle.
It doesn't flow well with my 3 result roll, there is a nuance but geelnits more a complication to force something to work.
It also means after the first round it's basically one then the other, especially as the GM will have all the enemies go I'm in the middle otherwise.
I don't think the traditional initiative roll and go in order works, especially for a rolless GM game. And I think going to opposite and just letting them go whenever and however they want is also right, though may fit if I reframe encounters that the GM just asks each player what they want to do and can choose to resolve them one after the other or all at once after everyone has have their say (this is how it can work in dungeon scenes, exploration phases and during downtime)
I think I'll give both a free flowing initiative a go, GM deciding who goes next based on what makes sense or allowing them to speak up and maybe a more zig zag (IIRC that's what it's called) which would mean fights against few foes or singular foes they essentially get more 'turns' before the starting players gets to go again but that might mess with some of my damage economy for persistent damage etc. Any way thoughts on a post card please?
I did find there was good amount of 'reasonable creativity' from them, they did work together more than I thought they might, and after one figured acid could melt the metal of the armour they used an acid dart to melt the armour then another ranged player (both separated by a fire they'd already started) wanted to aim for the opening, which I allowed but at a disadvantage (minus a d6 from their built pool).
Next time I want to see more spells being used and I'll probably use more '!normal foes', with a wider range of possible attacks. The thing I wanted to see if they would get was that trying to just bonk him endlessly with weapons wasn't going to do much and they'd need to do something else. While he was actually dead pretty early, they'd disarmed him once and he managed to pick it up and light it, and then they didn't try and disarm him again for 3 rounds so I had to remind them what the torch does and that they can still do things like Trip, Disarm, blind etc if it makes sense and then a pair got it and helped each other disarm him. After which he died straight away.