I've been mulling over this attention deficit quagmire I find myself in. What I'm coming around to is this: Does it really matter?
Is it strictly necessary to know down to the percentile who the better horseman is? Not really. Is it going to doom the entire campaign to failure for all concerned if a player declares his character served as a mess chef during his mercenary days, and should be able to concoct a meal for the company of Bad Men holding him prisoner, and gain favor with them. Absolutely not.
So, I have a new idea to occupy my chaotic mind. Start with Chainmail. Two "classes", Warrior and Mage. Warriors fight, Mages work magic. There is a much more condensed power structure, reflecting that in Chainmail. Warriors progress in levels thus:
Level Title XP HD(d6+2) Combat Damage Dice (d6)
1 Sellsword 0 1 2 1
2 Hero 12,000 2 3 2
3 Champion 60,000 3 4 3
4 Lord 240,000 4 6 4
Most of it is self explanatory, except the last two. Combat is a total bonus that can be used to modify the character's chance to hit or modify his opponent's chance to hit. It can be split any way the player desires and applies to all opponents equally. Damage Dice is the number of dice of damage the character deals on a successful hit.
Warriors will have certain other abilities as they advance in levels, mostly related to heroically engaging their foes and being able to face more and more fantastic opponents.
Mages will advance thus:
Level Title XP HD(d6-1) Spells Casting
1 Seer 0 1 1 1
2 Magician 15,000 2 3 2
3 Warlock 75,000 3 5 3
4 Sorcerer 300,000 4 7 4
5 Wizard 750,000 5 9 5
Spells is the maximum number of spells a mage may have memorized at any given time. Casting is the bonus to the casting roll. Casting will follow the table given in Chainmail, basically, with Immediate, Deferred, and Negated results. Negated indicates that the spell was lost from memory and must be restudied before it may be cast again.
These are some pretty off-the-cuff ideas, unedited. So, what do you think? As for skills and so forth, if the outcome needs to be randomized, roll 2d6 for 9+, modified by circumstance, and a stat bonus, and/or level bonus, depending on the situation.