Recs.
Updated
D&D recast as a game with a modern-style system! Attempts to be compatible with AD&D and early D&D materials numerically, while changing the system being used for play to something with many Fate-like attributes.
Specs
Pros
Pro The Effect Engine
The game uses a single core mechanic, which is flexible enough to cover a wide variety of situations. This helps GMs immensely when characters want to do things that aren't already covered in the system.
The mechanic itself works thusly: all rolls are 3d6 + modifiers minus difficulty. The result is how many effect points the player can apply to the action -- or, if negative, how many consequence points their opponent can apply to a reaction. Dealing damage is one use of effect points, but there's a limit on how much can be dealt at once, so additional effects (e.g. distracting, disarming, unmounting, etc.) see constant play instead of only being used rarely or by super-specialists. This also means failure is interesting, since it results in consequences!
This mechanic is used to do everything, and the game essentially consists of nothing but examples of how to use it.
Pro Interesting combat
Attacks generate effect points, which you spend to do things to your opponent. However, the amount of damage you can do is limited, which forces players to do other things... and the effect system is broad enough that these can be things like cutting off a carrion crawler's tentacles, knocking an opponent's sword out of their hand, and so on. Failures on attack generate consequence points as well, which your opponent can use to do things to you.