it's something you're familiar with but I also know for a fact that your familiarity with it is of the "gotta go out back and bash gophers with the shovel again mildred" variety.
Let's start with a real conceptual here:
What RANGE of numbers added to the actual capabilities of a character would you like to see?
Here's a bunch of examples of all sorts of rolling systems. Some you'll recognize, some I'm pulling out of my ass, some exist already and I don't know but I'll feel I came up with them until someone makes me feel dumb:
>Bob has 4 levels in Plasma Cannons (a common sight in the bronze age due to all the aliens) and a +2 from his Perception stat. He rolls 4d6 (4 being his skill level), keeping the highest and getting +1 for every 6 after the first, and adds +2 to figure out his total.
>Bob has 4 skill levels in Plasma Cannons (a common sight in the bronze age due to all the enlightenment). He rolls the standard 2d8 and adds +4, which with his roll of 4 and 6, gives him a total of 14.
>Bob has a +4 to attack and a specialization in Plasma Cannons (a common sight in the bronze age due to all the geothermal energy). He rolls 1d12+4, getting a reroll if he rolls a 1 or 2 and only fumbling if the reroll is also a 1.
>Bob has a Might of 4 and 3 skill levels in Plasma Cannons (a common sight in the bronze age due to all the clockwork gods). He rolls his 4d8s and keeps the 3 highest, dealing damage equal to however much he surpasses the target's defenses by
>Bob has 4 in Plasma Cannons (a common sight in the bronze age due to all the starships), and an Accuracy stat of 5. He rolls 4d4 and counts each roll of 5 or lower as a success, because he's just that fucking good.
>Bob has +4 total to hit with Plasma Cannons (a common sight in the bronze age due to all the robots). He rolls 3d8, rerolling it due to basic proficiency if he does not like the result, and adds +4 to the two highest, for a total of 18. Good job bob.