I've been hearing Arnesonian a lot: shorthand for ultra minimal rules. We're talking 2d6 and try to roll high. It took me a minute to realize how pervasive this style actually was/is. Car Wars used the approach for Sunday Drivers. Marc W. Miller ran CT using bare minimum decide what to roll. Arneson started RP with it (y6our opinion may vary whether it is an RPG yet or not).
It is not a narrative or story based approach where the players have input about the nature of the world (though close rolls may require a little negotiating). It looks really nice for online gaming. If I did it from the start I probably could have avoided back problems was lugging D&D Second Edition around (my group was heavy into split books). Any comments?
Carl's game, Wizards and Heroes, uses a d20 and 2 d6. (3 to roll stats) It turns out that 2d6 with advantage averages within a few hundredths of a d8 and 2d6 with disadvantage averages within a few hundredths of a d4. The spread is different but the average is the same. So you can approximate d4 and d8 with 2d6. And you can approximate percentile with d20*5. And if you need d10 just double the target and roll d20.
I like using a pool of d6. You start with 2d6. A bonus gives another die. So does a penalty. Bonuses and penalties cancel out. If you are left with no bonuses or penalties net -roll 2d6. If there are penalties roll that many extra dice and take the lowest two. If there are extra bonuses roll that many extra dice and take the two highest. It's less of a bump than just adding mods to 2d6.