So, since FAE was covered, Dungeon World.

Dungeon World is a player-facing system (meaning the GM almost never rolls dice) that's designed to emulate D&D in a more narrative style.

The game has a set of "Moves", some of which are common to everyone ("Hack and Slash", "Spout Lore"), and some of which are specific to classes ("Trap Sense", "Cast a Spell"). Each class gets a few Moves for free, and one more each time you level up. When you want to do something, the GM decides what Move that sounds like and has you roll it.

All rolls are 2d6+ (Stat Bonus), with stat bonus ranging from -1 to +3. If you roll a 6 or less, something bad happens; the GM gets to make a Move of their own, hurt you, swallow resources, whatever seems appropriate for failing here and is also interesting. If you roll a 7-9, you succeed, but there's a cost that mitigates the victory or requires a new roll to evade. If you roll a 10+, your move is totally successful. Really difficult tasks are generally modeled by requiring two or three rolls to succeed at, rather than making any given step harder.

Example: If your character gets into melee with an enemy, the GM may call for a Hack and Slash. You roll 2d6+Str. On a 10+, your character deals a d10 damage to his opponent. He can choose to deal more damage, but that opens him up and he takes damage in return. On a 7-9, he deals his normal damage, and takes damage from the opponent. On a 6 or less, he doesn't deal damage, and the opponent damages him or else manages to trip him up, isolate him, or get past him to attack someone else.

Another Example: Rangers have a move called Hunt and Track. When following clues left behind by a creature or group, they roll 2d6+Wis. On a 10+, they can follow someone's trail until there's a significant change in direction or mode of travel, and can choose to either gain a useful bit of information about the target, or learn exactly why the trail ends. On a 7-9, they can follow the trail, but don't get the extra information. On a 6-, they lose the trail, and might stumble into a dangerous situation or lose critical time needed to reach a goal.

A high-level ranger could take the Move "Observant" when levelling up, at which point they can get extra information about any creature that they track, even if the tracking attempt itself fails.