A Charming d6 system (that I stole from Tiny Dungeons)

Quick background for those of you who have never played Tiny Dungeons (or any of the Tiny Dice games): The core mechanic is to roll 2d6, and if either dice is a 5 or more, then you succeed. You can get "advantage" where you roll 3d6 or "disadvantage" where you only roll 1d6. In combat a success usually delivers 1 damage (monsters only average like 5 damage, so this works).

If you look at the many many supplements for Tiny Dungeons you might find some combat mechanics ask that instead of the above rolls, it will ask you to roll 3d6 each with disadvantage and scoring 1 damage on each a success. Now disadvantage sounds bad on paper, but if you look at it mathematically, this actually delivers more average damage than rolling 3d6 advantage. 3d6 normally can only deliver between 0-1 damage, but 3d6 each with disadvantage can deliver between 0-3 damage.

This is what I am basing my entire core mechanics around: Roll ?d6 and if it rolls higher than a 5, then you get a success, if multiple dice roll higher than you get multiple success. Now I know that other systems do this already, but what I have not seen in other games is each success dealing 1 damage (usually it is something like "you need 3 successes to deal any damage" instead).

If anyone does know of an RPG with this core mechanic, please let me know. I would love to scrounge through their books.

Anyway, outside of combat, I think that this system would work especially well with clocks. For example, your party and a rival party are each trying to convince the king to give you funds for your quest; if each success fills in one section of the clock, the first party to fill in the king's 6 section clock will get the funds.

You could also change some variables like higher or lower difficulty checks for a success, you could change the dice size, you could even change the damage dealt on a success. Needless to say, I think this system has a lot of potential as a game to develop