If you haven't read Part I (I confess, that domain is no more) of this, feel free to peruse it before returning here.
I mentioned previously that I've been reading Scarlet Heroes. This is a well-done Kickstarted project. The setting, in particular, is fleshed-out quite nicely, and gives an interesting Tolkienesque twist to the origin of elves -- or perhaps not so much their origins as their mortality and afterlife. As with many other rules systems I've read, I'm perusing this work to cherry-pick mechanics and kewl concepts.
With regard to my aspirations to start a solo game, I'm still leaning toward Brandon McFadden's Tiny D6 for a very simple combat mechanic. I like that there aren't modifiers to rolls that must be remembered. Combat using TD is simple: you get two actions, so you can move/attack, attack/attack, or move/move.
Be aware, as you continue reading, that some of what I write below constitutes deviations from Tiny D6 rules. In fact, I go more than a little far afield of the TD6 RAW. Hopefully, my infatuation with my own spin on this rules set won’t fall victim to Wandering Eyes.
If you wear light armor in combat but do not have the Light Armor Proficiency trait, then when you are struck in combat, make a Test with Disadvantage. If you succeed, the light armor absorbs 1 point of the damage. If, instead, you do possess the Light Armor Proficiency trait, make a standard Test (i.e., 2d6) and the armor absorbs 1 point of damage if your Test succeeds.
You may not purchase the Heavy Armor Proficiency trait unless you already have the Light Armor Proficiency trait. If you wear heavy armor during combat without the Heavy Armor Proficiency trait, every test you make during that combat is at Disadvantage and the armor absorbs 2 points of damage on a successful Test. If you have the Heavy Armor Proficiency trait and are struck in combat, a successful Test on 2d6 negates two points of damage.
I'm not a fan of TD's rule that heavy weapons all have a ten-foot reach. I would agree that some do (polearms, for instance, or a long spear). I would tweak the rules to say that attacking with a heavy weapon requires both your actions for a given combat round -- therefore you can't make two attacks in a round with a Heavy weapon.
Heavy weapons deal two damage on a successful hit, 3 points if all dice turn up '6'. Note: 3 points of damage isn't possible if your melee attack with a Heavy weapon is made at Disadvantage. If you use a Heavy weapon in combat without possessing the Heavy Weapon Proficiency [Weapon Type] trait, all tests are made with Disadvantage.
Heavy weapons require both hands to wield, so you can't use a shield with them. You start play with a Light Weapon Proficiency [weapon-type] trait, and one other trait of your choosing. You can only attain the Proficiency trait with a particular type of heavy weapon after attaining the Proficiency trait with its Light weapon counterpart. If you have Light Weapon Proficiency [Swords], then you may purchase Heavy Weapon Proficiency [Swords].
For the sake of simplicity in a solo-RPG situation, I would simply rule that, when using ranged weapons (bows, javelins), any target you can see is within range, and I would therefore eschew range penalties.
I really like the core dice mechanic in TD: roll 2d6. If either die comes up a '5' or '6', your Test succeeds. Disadvantage means you use a single d6, while Advantage means you use 3d6.
Shield use: when you use a shield in combat but do not have the Shield Bearer trait, you may Test 1d6 when hit in combat and if that test succeeds you may negate that attack; the advantage of using a shield -- even without the Shield Bearer trait -- is this chance that you avoid damage, without having to sacrifice one of your two combat round actions.
When using a shield with the Shield Bearer trait, you may Test 2d6 when hit in combat and if that test succeeds you may negate that attack.
Light armor: use is highly recommended to be paired with the Light Armor Proficiency trait. If you possess that trait, wearing light armor permits use of Evade; otherwise, it doesn't. If you wear Light Armor without the Light Armor Proficiency trait, checks for damage reduction via the armor are made with Disadvantage. Otherwise, when hit, make a standard 2d6 test to shrug off 1 point of damage — assuming you’ve not already avoided damage via Evade or Goblin Agility. Note: it is possible (with good die rolls) to ward off 1 point of damage with a shield, and another point via light armor.
Heavy Armor: Requires Heavy Armor proficiency. Does not permit use of Evade. When hit, make a standard 2d6 test to shrug off up to 2 points of damage. You cannot gain Heavy Armor proficiency without first becoming proficient in Light Armor. Wearing Heavy armor without the associated proficiency trait forces all rolls made in combat to have Disadvantage. Furthermore, even with the appropriate proficiency trait, wearing Heavy Armor causes Disadvantage on any Athletics/Acrobatics type checks. Note: it is possible (with good die rolls) to ward off 1 point of damage with a shield, and two more points via heavy armor.
When you use the special action Focus or Evade, it uses up one of your two actions for the round. Therefore, when using one or both of the above special actions, you cannot attack with a heavy weapon that turn.
Over the weekend, I've read Dirk Stanley's Mere Anarchy. Nice job, Dirk! Atmospheric and approachable. I especially like the tables for fleshing out dungeons, and could possibly incorporate them into a C# companion app for soloing.