If everyone talking dice mechanics, I'm working on a rules light modification to Dungeon World without the D&D baggage or the forced AW structure. Classless, easily customizable, etc.
The idea is to have a list of basic "moves" or "skills" that you have to replace stats: combat (fighting experience), physique (strength/agility), dexterity, constitution (endurance/mental fortitude), discipline, intuition, and charisma. Each has a "harried" and a "clean" threshold.
When you roll you roll one d20. Above your harried threshold for the skill you succeed with partial success, above you clean threshold you have the full success. The choice in skill sets the harried threshold and the GM picks the clean threshold that makes sense for that check.
The roll also can be adjusted to a difficulty. Easy rolls add +2 to the d20, very easy rolls add +6. Hard rolls add -2, formidable adds -6, and Herculean adds -12. Anything easier or harder than that means you shouldn't be rolling at all. If you roll above a 20 it is a critical success, if you roll below a 1 it is a fumble, rolling 20 is always a clean success and rolling a 1 is always a failure.
The GM side mostly works the same, making moves based on the skill result. Players gain experience as they adventure which can be used to improve the basic skill thresholds or learn new skills: combat styles, thievery skills, magic casting, etc. They also use XP to advance those new skills they learn. On top of learning skills there will be talent trees based on a background choice, you can also gain access to new talent trees as you play.
I'm not sure how I want to handle attributes such as HP or mana or whatever. I think I will use metacurrencies to both power talents and allow for automatic success on a single roll. I also want to only allow a "death blow" to a creature on a critical hit, and combat successes are used to create advantages to allow for critical hits.
I don't know, it's all pretty early still.