OSR Dolmenwood Books

I've been a fan of the Wormskin zine despite it being D&D, and now I've read through the Dolmenwood Player's Book and it's the first RPG that sells me on the virtues of Old School. I don't know what exactly it is - part of it is certainly making the x in d6 thing an overarching mechanism and explaining to me why it actually makes sense (a little similar to what Kevin Crawford did in SWN with the 2d6 skill checks), another really important part are the travel rules and the slot encumbrance, which strike a great balance between abstraction and simulation. Most importantly, it's just that they are well-presented and well-curated for the setting. (I do have issues with XP for gold in a provincial setting like Dolmenwood, where PCs would have to become the richest people around pretty fast if they want to level up, but luckily, there are alternatives on offer).

My plan was using Dragonbane to play Dolmenwood. But by now, I'm sold on trying it with the rules as written.
 

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God damn these books are incredible. I love every part of them...

Except for the skill system. I'm not crazy about those. Is there an elegant, unobtrusive way to replace that? Otherwise everything in the rules is great.
 





God damn these books are incredible. I love every part of them...

Except for the skill system. I'm not crazy about those. Is there an elegant, unobtrusive way to replace that? Otherwise everything in the rules is great.

Just move them to a standard d20 resolution system, while keeping the skills the same?
You could easily just multiply the target numbers by 3 and roll a d20 instead of a d6. The percentage chances would be a LITTLE different, but not hugely so. Quick and easy AF.

6+ (16.16%) becomes 18+ (15%)
5+ (33.33%) becomes 15+ (30%)
4+ (50%) becomes 12+ (40%)
3+ (66.66%) becomes 9+ (60%)
2+ (84%) becomes 6+ (75%)

If you want to make things easier for your PCs you could also allow them to add a relevant ability mod to the d20 roll, but it's not even necessary.
 

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