I've been a huge fan of T&T, its a simple dungeon crawl focused RPG. Two "main" classes--Wizards and Warriors, with the Rogue being a hybrid of the two (though the 5th edition rules had full version Wizard-Warriors they had strenous attribute requirements)
In simple terms your weapon has so much damage potential, you roll that--and add up everyones damage (via weapons and attribute based "adds"), the total is compared to the Monster Rating of monsters--if its higher you win and inflict damage on them. If not, they inflict damage on you.
Ranged combat is a saving throw based on range, and in fact resolving everything but combat in the game is a saving throw against one attribute or another--with varying levels of how hard a save was.
Magic is spell point based but you used your strength for that, so Wizards got buff too. (Just didn't have training with anything but 2 dice basic weapons--daggers and staves, and a stave MATTERED as one with the right spell on it made your spell point costs go down.)
Simple, many of the solo adventures were silly as were many of the spell names, at the same time it was quite enjoyable in many ways.