Here's the main principles underlying the approach to these rules: A focussed & concise set of player rules (only 4 pages). All the min/maxing during character creation doesn't mean a thing if you don't use your brain during the game. There are no perfect characters, but there are many different ways to create a great character. Combat is a risky venture to undertake. You can never be 100% sure of outcome of a battle before it starts. Just because your fighter is skilled, killing a kobold is not a sure thing! The GM is not out to kill you – he’s out to kill you if you are foolish. A tactical withdrawal is a perfectly acceptable option because far more often than in other games, you may wind up over your head. Combat is relatively quick and not long-winded. You only need to roll one type of die i.e. a d20 and not a multitude of other dice. The focus of the game is not on combat but rather on the players & GM enjoying working together to create a combined story where the end is uncertain and failure is entirely possible...!