Publisher's blurb:
Riches & Ruins uses a d6 system, where pools of d6s are rolled against attributes, in order to assess the quality of the outcome. The movement is inches/hex based (I love hex grids), and the scenarios derive more from war game structures than RPG structures. I've tried to write the setting (The Hinter Kingdoms) as though it started as a wargame and was based around conflict.
The game divides classes into basic and rare, and features other elements like a unique dungeon crawling system (that flows between maps and narrative), a gritty lethal combat system (as befits a wargame), as well as plenty of interesting little bits and bobs.
The goal was to evolve this wargaming starting point into a proto-rpg style game, and so as the books progress, they become more and more RPG-like. For example, the Tome of Chaos is structured as functionally an RPG book, rather than a war-gaming book.