Ancalagon
Dusty Dragon
I've spoken about the GLOG before and I will do so again! 
The Goblin Laws of Gaming were invented in 2016 (I think) on the goblinpunch blog (see here The GLOG ) but the the most "realized/complete" version of the rules by Skerples (the best starting point IMO - it was geared towards a medieval game, but you can remove that stuff if you don't like it): OSR: GLOG-based Homebrew v.2: Many Rats on Sticks Edition
Notable elements of the GLOG:
1: Low powered - PCs who hit level 5 are expected to retire with their riches and start an inn (or gamble it away, it's up to you!). You can keep going past the first 4 levels, but you only gain a few basic advancements, only your first 4 levels give you "class powers". PC death is not rare, and character creation is fast.
2: SOO many classes. Beside the solid intros in the two rule sets I just gave, there are many classes out there that are wildly creative and fun to play. Sure you can be a barbarian or a necromancer, but you could also be a monkey dad and be a highly valuable party member. The power at every level (well 1-4) has some faint 5e elements to it. The best Glog classes
3: Skills, not rolls. the GLOG emphasise player skills - are you cunning, can you solve problems? A good plan works (most of the time) and doesn't require a roll. Rolling means you might fail, and that might kill you.
4: fairly fast natural healing - you can have a lunch and heal 1d6+level, a bit like a short rest... the "healer cleric" is not really a thing
5: Very innovative magic system. You don't have spell slots, you have "magic dice", which you spend on spells - the more you put in, the more bang your spell has! If the magic dice is 1-3 it is kept, and 4-6 it is consumed by the spell. There are no spell levels.
6: hacking and creating is highly encouraged
- almost everything is free!
edit: I forgot to mention that it is broadly compatible with B/x and similar systems.

The Goblin Laws of Gaming were invented in 2016 (I think) on the goblinpunch blog (see here The GLOG ) but the the most "realized/complete" version of the rules by Skerples (the best starting point IMO - it was geared towards a medieval game, but you can remove that stuff if you don't like it): OSR: GLOG-based Homebrew v.2: Many Rats on Sticks Edition
Notable elements of the GLOG:
1: Low powered - PCs who hit level 5 are expected to retire with their riches and start an inn (or gamble it away, it's up to you!). You can keep going past the first 4 levels, but you only gain a few basic advancements, only your first 4 levels give you "class powers". PC death is not rare, and character creation is fast.
2: SOO many classes. Beside the solid intros in the two rule sets I just gave, there are many classes out there that are wildly creative and fun to play. Sure you can be a barbarian or a necromancer, but you could also be a monkey dad and be a highly valuable party member. The power at every level (well 1-4) has some faint 5e elements to it. The best Glog classes
3: Skills, not rolls. the GLOG emphasise player skills - are you cunning, can you solve problems? A good plan works (most of the time) and doesn't require a roll. Rolling means you might fail, and that might kill you.
4: fairly fast natural healing - you can have a lunch and heal 1d6+level, a bit like a short rest... the "healer cleric" is not really a thing
5: Very innovative magic system. You don't have spell slots, you have "magic dice", which you spend on spells - the more you put in, the more bang your spell has! If the magic dice is 1-3 it is kept, and 4-6 it is consumed by the spell. There are no spell levels.
6: hacking and creating is highly encouraged

edit: I forgot to mention that it is broadly compatible with B/x and similar systems.
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