Curious about Core Mechanics

Much like quite a number of people out there, I've been tinkering around making my own RPG, but I've had trouble finding a core system to steal* or at least draw inspiration from that I really like (or at least doesn't seem tired and overdone). All of the ones I've come across in years are as follows:

d20 + modifier, roll above some number - basically any d20 you can think of
d20/d100, roll under some number - seen this in Dragon Warriors (d20), WFRP (d100), and of course old school D&D
Dice Pool, roll a little or a lot of d6s (or d8s, or whatever) and count successes - planty of games here as well
Escalating die type (d4, d6, d8, d10, d12) measures skill, roll above some number - only really seen this in Savage Worlds

So what I'm hoping is that all you kind folks may be able to point out some core systems that I may have missed, or even some unique takes on those described above.

* Despite what I said above, I am rather enamored with the core system in Savage Worlds, but unlike all of the other ones, it seems so unique to me that I feel bad just lifting it whole sale for my game. So I guess one more question I have would be, has anyone seen this kind of system in any other game?
 

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Check out ORE ('One Roll Engine', as used in Reign, among others) - it's a bunch of d10s at a time, but 'width' and 'height' both matter (so, matches can matter as much as the actual numbers rolled).

In a Wicked Age has a different die type for each of several stats (e.g., d6, d8, d10. . .), though the stats themselves are rather different from any I've seen elsewhere. Deadlands was [even more] similar to Savage Worlds too, IIRC, but that wouldn't be too surprising, if so.
 

Hmm... What immediately comes to mind and does not fit into the above listup would be the skill rolls from The Dark Eye.

3d20, each has to be equal to or lower than a specific attribute, and you can "miss" those rolls by a total number of points (for all three d20 together) equal to your skill rating to still successfully make the roll. The more points you do not need to cover your bad rolls, the better the result.

Deadlands was [even more] similar to Savage Worlds too, IIRC, but that wouldn't be too surprising, if so.

Not surprising at all, considering Savage Worlds has been built on the foundation of the Deadlands Classic rules. :)

Bye
Thanee
 

Dice Pool, roll a little or a lot of d6s (or d8s, or whatever) and count successes - planty of games here as well
Escalating die type (d4, d6, d8, d10, d12) measures skill, roll above some number - only really seen this in Savage Worlds

Different dice pool systems have different ways to determine successes (beat a target number on each roll / compare against your opponent's individual rolls / add up a total of all your dice or only your top (n) dice).

Dogs in the Vineyard uses a dice pool of different sizes of dice depending on the quality of the traits you use, plus a bidding mechanic to improve on the dice you rolled at increasing risk.

Dying Earth uses 1d6, 1-3 success, 4-6 failure, with pools of points you can use to reroll the die.
 
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A nice mechanic that I've seen is dice pools with kept and dropped dice.

3e/4e D&D uses this mechanic to generate ability scores:
You roll 4 dice, but only keep the top 3.

7th sea uses a mechanic like this--When you make a roll, you roll a number of dice equal to your ability plus your skill, but only keep a number of dice equal to your ability.

So lets say you had a brawn of 3 and a climbing skill of 2.

When you have to climb a wall, you roll 5d10, then take the top 3 dice (for your brawn of 3), add them together, and compare it to a target number
 

Alternity - roll D20 under a Difficulty, modified by level of difficulty (represented in bonus dice for harder checks, D4->D6->D8->D10->D20->2D20->3D20 or the same progression of dice lowering your result).
 

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