OK quick glance through Quickstart:
- Basic mechanic is a dice-pool but the COLOUR of the dice, which is determined by the rules, affects the number needed to succeed.
As such it's kind of a hybrid of 2 and 5 on my list, but I guess because it's predictable and reliable - i.e. white dice = is always 4+ success, red = 3+, black = 2+ it's
basically fixed number roll. Uses d6s as thread title notes. 6es explode indefinitely. So far all abilities that change die colour change the colour of ALL the dice in the roll, which is also good (I don't know if this is 100%, true, just all the ones I saw glancing through).
You have a Difficulty Value (DV) which is usually 1 to 5, and each dice that beats that makes the required number for its colour is a success. Your success value (SV) is successes minus difficulty, so 3 successes on difficulty 3 is SV0, which is a success but like, I noticed for example the Mage's Magic Bolt (their main magic attack) does SV dice of damage based on the attack roll, so if you only got SV0, 0 = 0 damage dice sooooo... (Weapons have extra dice so even SV0 gets to roll damage but not default Magic Bolt apparently).
Bonuses and penalties are always to number of dice, so +2 bonus = roll 2 more dice.
- The art style and very intentional font and colour palette choice are big "Early 2nd Edition" vibes stuff. Very specifically, like, 1989 through 1994, before they re-did the core books with as different style in 1995.
- General very heroic/good-guy-oriented tone
- Ancestries are a bit more detailed than I expected - none shown any kind of special vision modes - hooray!
- Classes seem pretty cool and have a lot of fairly powerful-sounding abilities - somehow reminiscent of PF2
- Rogue/Thief is "Delver" in keeping with the tone
- The titular Oaths are significant - each PC picks three from stuff like Humility, Courage, Peace - all classically virtuous, no bad-disguised-as-good at least in the quickstart, though a couple are classically virtuous but not necessarily actually virtuous (Justice and Purity), depending on perspective. If you fail to uphold them you get big penalties and RAW don't get XP at all that session (I suspect this is actually "don't gain bonus XP" but...).
- XP system is not level-based but like White Wolf games and so on, i.e. buying up traits etc.
- Don't understand how magic works, maybe later - spells look more like say, Dragon's Dogma than D&D though.
- Loads of skills didn't read them
- Side-based initiative
- Combat seems like moderately complex dice-pool stuff (really glanced through though) with 5E-esque Action rules (bit of a yawn)
- Literally in the rules that attackers usually ignore apparently downed characters (even if they're faking!) in keeping with the "heroic" 2E-ish tone rather a 1E-ish "grim n gritty" tone.
- Very hard to die if you reserve a luck point or two in case you get taken out, but you probably do get injured (again in keeping with tone)
- No levels and thus no linear HP gain - Your "Grit points" are likely to remain close to their initial value if I'm reading correctly.
- Some kind of slot-based equipment tracking system (rather than encumbrance or the like)
Overall? Looks like an interesting and potentially decent trad-style system for running
heroic fantasy that's neither as over-the-top as D&D 5E rapidly gets nor as grim/gritty as a lot of OSRs want things to be, and that's not level-based (a major plus for me). It definitely DOES NOT want you have to have mean or evil or even uncaring PCs, I note, this is very much "We're the good guys" kind of game, though I do wonder a little how well that's going to fit the "kill all the ugly humanoids" deal it also seems to have going on - they've at least tried to minimize the racism/colonialism factor by having the orcs be like, Saxon/Viking-esque (right down to titles like "jarl"), making it so they're invaders (and thus presumably the orc women/children are back in orcland), and making it so the dwarves are "reclaiming" their lost holds from them (which were lost fairly recently, too, not lifetimes ago - in fact about half a dwarven lifetime), but for me it sits a
little uncomfortably with the "heroism". It's not impossible or anything, just a little "Hmmmm".
That said in the full setting it's sort of implied orcs/goblins will be a sideshow rather than the "main" bad guys (who seem to be not present in the quickstart) who they are also fighting.