On the bus ride home from work tonight, I had an interesting thought for, well, my own little 'brew that could feasibly be ported to LotFP with minimal effort.
One of the most basic things I've changed (kind of a big change, kind of not) is switching the attack roll to 3d6 instead of 1d20. People tend to have d6s way more often, even now, and hucking a handful of dice always feels good. I do get that it does change probabilities a bit, and I have to rework AC and all that comes with that change, but I'm OK with it.
However, that's not the idea. The idea is, much like the Specialist gets x/6 chances to do Specialist stuff, the Fighter, too, gets to put points towards things as they level. Stuff such as Trip, Disarm, Bull Rush, etc; Fight-y type shit they can do during combat. Each of these maneuvers starts at 0, which the Fighter gets X points at level 1 and Y more each level thereafter to allocate. Then, when doubles of the value equal to or less than the points allocated to a maneuver is rolled on the attack roll, regardless of whether the attack itself hits, the fighter can choose to use one of those maneuvers. If the attack is actually successful, it's performed after damage is dealt.
For example, Chuck the Fighter has 3 points in Trip, 2 in Disarm, and 1 in Bull Rush.
His first attack roll is 1, 1, 5; not enough to hit the opponent in their plate, but enough to either trip or disarm him, or knock the guy back a couple feet (away from the caster).
Later in the round, one of Chuck's attack rolls is 3, 3, 6; a successful hit on the obnoxious knight in his way, as well as the doubles to allow him to get a trip in as well. So, a quick jab to a chink in the armor, a side Russian leg sweep, and the formerly obnoxious knight is bleeding and on the ground.
I'm a bit inspired by the Dragon Age RPG's Stunting mechanic, but at the same time keeping track of stunt points and all the broken shit that can come out of it is too fiddly for what I'd like.