I think I go into it a PDF of Variant Rules on the DMsGuild:
http://www.dmsguild.com/product/177820/5MWD-Presents-Variant-Rules
Just cutting-and-pasting that section...
Dice Pool Checks
This variant rule replaces the d20 used in most checks with 3d6. In addition to changing possible rolls from 1-to-20 with 3-to-18, this dramatically changes of the odds, shifting from an even 5% chances of any number to a bell curve favouring results between 9 to 11. Characters using this variant will roll an average result more often but higher rolls will happen far less frequently.
In this system, higher AC is far more advantageous, as a high number is less likely to be rolled. Because of this and the fact the highest possible number is 18, you might wish to reduce character's base Armour Class to 8 + Dexterity modifier and similarly reduce the AC granted by armours by 1 or 2.
Advantage and Disadvantage. Instead of rolling the dice a second time for advantage and disadvantage the character changes the number of dice. When a character has advantage, they roll 4d6 and don't count the lowest die. This increases the odds of success but retains the minimum and maximum result. Conversely, when a character has disadvantage, they roll 4d6 and drop the highest die.
Alternatively, instead of dropping the lowest die when you have advantage, you can total the result of the entire dice pool, while disadvantage reduces the dice pool by 1d6 to a total of 2d6. Despite adding an extra dice, the average result is only slightly higher than dropping the lowest roll, but this option changes the minimum and maximum result.
In both instances, you typically retain the rule that a character can benefit from single instance of advantage at a time. Alternatively, you could allow advantage to stack, adding or removing multiple dice.
Natural 20s and 1s. For rolls that require a natural 20 or 1 (such as an automatic misses or critical hits) this rule requires additional changes to maintain the odds. When using this variant, any roll of 16 or higher where the lowest number on any die is a 5 is considered a "20", and any roll of 5 or lower where the highest number on any die is a 2 is considered a "1".
Options that increase the odds of a critical hit to 19-20 (such as the Champion fighter) become a roll of 15 with the lowest number on any die being a 4, and options that increase critical hits to an 18-20 become a roll of 14 with the lowest number on any die being a 4.