Envision the feeling you got the very first time you played an RPG. Then attempt to recapture that wonder and suspense each and every time thereafter.
I wasn't
confused, but it was a pretty strange concept to be able to do something with my character besides run, jump, and grab (turtle shells). I think we (as OSR seekers?) are much more likely to find high lethality, mysterious dungeons than we are to find high word-count, mysterious rule-sets.
Because attributes shouldn't be that impactful in old-school games, and rolling under a randomly-generated attribute is a truly terrible task-resolution mechanic.
Care to explain? I won't say it's the best "mechanic," which is why it's the tertiary option in my plan. But OSR has two pillars, if I'm not mistaken: Combat and Exploration. In exploration, the idea is to have fun figuring stuff out, hence "let the player do it." Roll under is decently suited to let the player do it too, while adding an element, if small, of risk.
Also, I've let my writing wander, and now I have a system in which characters gain attribute points instead of skill points, so over the course of character levels, characters get better at rolling under their primary attribute scores. The result is that PCs who get past the "let her" and "what's your score?" hurdles have a good chance of success, but the stakes get higher as well to keep the excitement up. For example, a level 15, 18 Dex thief tries to walk a tightrope. There's no "balance" class feature in the thief table (yet), and the GM isn't sure if the thief could pull it off -
because the tightrope is 200 feet in the air. The thief could pretty easily make the roll (under 18), but the possible consequence of falling 200 feet makes it an exciting roll, anyway...
*Do not read this as I'm trying to kill PCs. I'm not. I'm just really good at it after 40 years of xp, pull no punches, and roll in the open.
ROLL IN THE OPEN!?!? That's not OSR (but maybe you weren't suggesting that)! But running a lethal game is, so congrats on that
