Concept
* Based on late 15th century - early 16th century Europe.
* As continental population exploded and social and cultural values were radically transformed, demonic influences became more accessible. In an effort to improve military might without depleting resources on training, states chartered schools of magic which were affordable to commoners and churned out large numbers of brash and ambitious neophyte wizards. Many of them were lured towards the quick and easy path of profane power. However, the repercussions to nature and society would be deep and volatile.
* Amongst others, players may take the role of displaced or landless nobles, holy warriors or black knights in the service of demon lords, experienced wizards or partially-possessed warlocks, or middle eastern or oriental mercenaries and emissaries looking to take advantage of lucrative opportunities and political instability.
* As a result of great turmoil combined with the new magic-economy, the adventurer class emerged.
Mechanics
The core of the system uses what I call the Graduated Dice Method, or the Dice Rank System. The GDM is designed to realistically model character skill and perfectly scale in relation to opposition. There are several dice ranks - d4, d6, d8, etc. - which may be used during resolution. If opposition is equal, the standard dice is used (1d10). If your skill is higher than the opposition, you use a *lower* dice rank. Lower dice ranks, or lower variability, represents greater consistency in skill use. Thus, instead of rolling above a target number, you must roll within the 1-3 range for success; 1 for a critical success, 2 for a moderate success, and 3 for a minor success. Higher dice ranks also have the potential for critical failures, which result upon rolling too high.
Combat
Combat is intended to be represented as robust and violent tactical skirmishes, in which the system's logic is designed to handle a large number of combatants without breaking down. Combat is also intended to accurately model Renaissance fighting methods. To this end, each weapon or mode of combat has its own unique numerical makeup which has a profound impact upon your effectiveness in battle. ((Please inquire for a more indepth discussion on combat mechanics.))

I've seen something using a
I've seen something using a system like this many years ago...it was something I wanted to play with, but I never got around to it.
The original version used a thing called the "finger game".
A finger game basically consists of holding your hand behind your back with "X" fingers upright. You then compare the number of fingers to determine the winner.
A two finger game lets you hold up one or two fingers. If the number of fingers held up by each player is equal, the aggressor wins. If two opposing forces were roughly equal, you'd play a two finger game.
A three finger game lets you hold up one, two or three fingers (not surprising really). This is what you use when two unequal forces oppose each other. If the two combatants hold up an equal number of fingers, the weaker party wins. If the two combatants hold up a varying number of fingers, the stronger party wins. You might even gain an extra degree of success if the number of fingers varies by 2 (one player throws a single finger while the other throws three).
A four finger game allows one, two, three or four fingers to be displayed. This is when the odds are really stacked in one force's favour. The same rules apply as the three finger game...if the results are the same, the weaker party wins; and if the results vary, the stronger party wins.
It's a simple mechanism, it doesn't rely on dice (so it'd be great for a live action system). It basically just works off comparison of character traits/statistics then deciding what level of finger game to play.
I'm only writing this because the same sort of thing seems to be at work here. Traits are compared to determine which die to roll; if they are equal you roll one type, if they vary a bit you roll a second type, if they vary by even more you roll a third type, etc.
But in essence it all comes down to a variable randomness after the comparison of traits...unlike D&D where the traits are added into a standard set of randomness.
Make sense?
Helpful?