d6 success-based systems are one of the easiest types of RPGs to learn how to play. The conversion for changing The Fade Tabletop 2e over to one is easy enough due to the similar mechanic of rolling a number of dice. Instead of reaching a numbered result however, this system is tallying successes.
When referencing a roll based on an amount of dice possessed by an Ability Score (for example, an 8k4 roll), the rolled dice is used similarly in this system except instead of it being represented as "8k4" it is represented as "8d6".
Keep dice are swapped over and counted into the rolled dice. Thus the above example of 8k4 becomes 12d6.
When playing in a game, the GM must choose if the game is Standard or Heroic. Standard games count 4, 5, and 6 as successes. Heroic is 3, 4, 5, and 6.
Rolling 0 successes is a critical failure, and rolling 5 more successes than the check's regular number needed is a critical success.
Characters Defenses must be changed to account for the way the dice are rolled. They are still flat numbers as modified by certain stats, however they musn't be too high due to the number of successes being significantly lower than the results they'd need to beat if the old system was kept. Instead, use the below calculations.
Defense: Half Agility + Half Luck
Avoid: Agility
Mental Defense: Smarts
Bodily Defense: Endurance
Dodging/Parrying also changes. When attempting to Dodge, roll your Agility in d6. Successes you gain are added to the amount of successes needed to beat Defense/Avoid. Parrying uses your attack roll instead, but functions the same otherwise.
DCs for checks are tricky due to their finicky nature. In order to determine a DC's difficulty in an amount of successes, take the DC and round it down to the nearest result divisible by 5. Divide it by 5, and that is the amount of successes needed in order to beat the DC.
For example, a DC 20 check would take 4 Successes whereas a DC 57 check would require 11 (round down to 55 and then divide by 5).
Whenever a bonus would be gained to the amount of rolled or kept dice, increase the rolled dice for the amount of d6 by that amount. +1k1 for example would add +2 rolled dice.
Any flat bonuses instead add an additional success, and add extra successes for every 5 the bonus would grant. For example, a +3 bonus would only grant +1 success to your result, however a +9 bonus would add +2 successes because divided by 5 and it results in a 2 (after rounding down). 10 would add +3 successes after that, and so on.
These bonuses work the opposite way as penalties (taking away rolled dice, or taking away successes).
Damage involves totaling the rolled and kept dice together and rolling that as an amount of d6 results. Damage rolls do not rely on successes and instead the raw result is used as normal (applying against Soak, being reduced by Deflection, and so on).