500 Toads
Villager
BRP-style percentiles are very straightforward and allows degrees of success (e.g. CoC 7E having critical, extreme, hard and regular successes, in addition to regular failures and fumbles). They can be made a bit more complicated (e.g. Runequest in Glorantha's handling of percentiles exceeding 100%), but don't have to be. Odds being straightforward to estimate... is actually a mixed bag, I'd say, because for some groups maybe you want things to be harder to precisely calculate at the table in order to encourage more intuitive play versus calculation.
Having a skill system paired with occupation and personal-interest skills, in addition to progression based both on using skills and on training/practice, also permits many peculiar character concepts.
If you want something a bit wilder and wider-ranging, I do like the die system in Shadowrun Anarchy 2.0 -- a straightforward attribute+skill d6 die pool system with ~fixed target numbers and #success thresholds, but where one can declare dice as 'risk' dice making them more valuable when they roll successes but also enabling glitches (depending on the number of 1s on the risk dice); and where various specialized advantages can provide a limited amount of "risk reduction" to make it safer to declare more risk dice. If you want a style where, say, somebody can declare that he's going to dive while shooting in mid-air from an angle the target wouldn't expect, for a greater chance of success but also a greater chance of catastrophic failure of some sort, that's a pretty neat way to do things.
Having a skill system paired with occupation and personal-interest skills, in addition to progression based both on using skills and on training/practice, also permits many peculiar character concepts.
If you want something a bit wilder and wider-ranging, I do like the die system in Shadowrun Anarchy 2.0 -- a straightforward attribute+skill d6 die pool system with ~fixed target numbers and #success thresholds, but where one can declare dice as 'risk' dice making them more valuable when they roll successes but also enabling glitches (depending on the number of 1s on the risk dice); and where various specialized advantages can provide a limited amount of "risk reduction" to make it safer to declare more risk dice. If you want a style where, say, somebody can declare that he's going to dive while shooting in mid-air from an angle the target wouldn't expect, for a greater chance of success but also a greater chance of catastrophic failure of some sort, that's a pretty neat way to do things.

