Quest Mechanics
Base Statistics
Stats are on a 1-5 scale, with 1 being average and 5 being the peak of human ability. Stats beyond a 5 will only happen with non-human characters, or humans enhancing their abilities through some magical means.
Base Statistics represent a person's fundamental qualities. While they can be increased at level-ups, it will generally be more expensive to do so than increasing a skill, but they're more broadly applicable. Stats can also have some impact on the character's appearance: a Strength 1 character will be much less visibly muscular than a Strength 5 one.
Strength
Raw muscle power, lifting capacity
Dexterity
Agility, precision, and reaction times
Stamina
Ability to take a hit and endure prolonged effort
Charisma
Force of personality and social awareness
Intelligence
Brainpower and memory
Willpower
Self-control and the ability to endure mental hardship
Perception
Sharpness of the character's eyes, ears, nose, and other senses
Magic - Locked to Zero ... for now.
Skills
Skills are on a 0-5 scale, with 0 representing something a person has no training in and 5 meaning they're an expert. A character with zero points invested in a skill is still capable of using that skill, but only in the basic ways. A character with zero animal handling can still ride a horse, but anything more complex than staying in a saddle while the horse walks across even terrain will be difficult. A character with zero lore still knows about basic information anyone living in the setting would know, such Aragorn being the current King of Gondor, but wouldn't know his lineage.
Skills can improve past the limit of five with various circumstantial and specializations bonuses, or through the use of magic. Skills are more narrowly defined than stats, but are generally easier to level up.
Alertness
Awareness of one's surroundings and ability to swiftly act on information.
Animal Handling
Calming and taming wild animals, training tamed animals, riding a mount, identifying animals.
Athletics
Running, Jumping, Climbing, Swimming.
Crafting (Blacksmithing, Leatherworking, Fletching, Tailoring, etc)
Making things
Deception
Lying to people, and spotting when others are lying to you.
Diplomacy
Persuading others to your viewpoint, knowledge of etiquette and social customs.
Intimidation
Trying to threaten or bully others into doing things your way, or recognizing intimidation tactics.
Investigation
Spotting things that look out of place, solving a mystery.
Leadership
Convincing others to follow your lead, co-ordinating large groups of people.
Lore
General knowledge about the world of Arda, major players in it, and important history.
Medicine
Treating injuries, identifying illnesses, and making poisons.
Melee Combat
Using swords, shields, axes, clubs and other close combat weapons, and defending against attacks from them.
Ranged Combat
Using bows, javelins, crossbows, throwing knives, and other ranged weapons, and defending against attacks from them.
Stealth
The ability to be sneaky and move unseen.
Survival
Foraging for food and water, predicting weather, and recognizing natural hazards.
Trickery
Setting up, disarming, and spotting traps, locked doors, and other hazards.
Unarmed Combat
Using punches, kicks, grapples, and other unarmed combat techniques, and defending against them.
Modifiers and Specializations:
Modifiers are conditional bonuses and penalties on rolls, such as gaining a +2 bonus to Lore about the place someone grew up and spent most of their life, or taking a -2 bonus to interactions with Orcs due to disliking them (a widespread sentiment among the free people of Middle Earth).
Modifiers can also allow a character to use a different Stat and Skill combination under certain circumstances, such as substituting Willpower for Stamina to represent being so determined that they'll push their body past its physical limits, or Intelligence + Ranged Combat if they're carefully calculating exactly where they need to place a shot.
In addition to modifiers, characters can specialize skills. This represents a narrowed decision to focus on specific uses of the skill, such as gaining a +1 bonus to Melee Combat that would only apply to swords or a +1 to Survival in Mordor or similar volcanic terrain.
Anything reflected on the character sheet will be a more-or-less permanent part of the character's skills or personality and should generally be broadly applicable. Temporary or niche situations like weather or the character's mood can also impact rolls but will be accounted for by the target number set by the QM.
Rolling
Dice will be rolled in batches for d6s. For every point in the relevant stat and skill, along with any modifiers, roll an additional d6.
Which statistics and skills go together will vary depending on the exact nature of the test: Lifting something heavy would involve Strength+Athletics, making a precise jump would be Dexterity+Athletics, and running a Marathon would be Stamina+Athletics. While Stats and Skills aren't tied together, some combinations will come up more than others. We can safely expect to roll Perception+Alertness a lot more often than Strength+Alertness.
Any result of 4, 5, or 6 adds one success. In addition, every six allows the player to roll a bonus dice, which can generate another bonus dice if it is also a six (potentially exploding into infinite successes if the player is insanely lucky). 1s on the dice are critical failures and remove one success.
If there are enough successes to meet or beat the target number for the roll it succeeds, otherwise it fails. The degree of success or failure scales depending on how close it is to the target number; doubling the target number is a great success, while ending up at a negative number by rolling more 1s than successes will lead to a catastrophic failure.
For example, Frodo, and Smeagol are trying to forage for supplies while traveling through Ithilien. While the land isn't as inhospitable as most of the territory under Sauron's control, but it's nowhere near as inviting as the Shire, and to find food they'll need to hit a target number of 3.
Frodo isn't particularly adept at finding food for himself in the wild, with a Perception of 3 and Survival of 1. He rolls 4d6 and get results of 1,3,4,5, giving him only one success after the 1 removes one of them. Looks like Mr Frodo is going to be stuck eating more Lembas today...
Lucky for him, Smeagol is a helpful fellow who's much better equipped for the task, with a Perception of 4, Survival of 5, and a +2 bonus to foraging for food. He rolls 11d6 and gets results of 1,2,2,3,3,4,4,5,5,6,6, with the two sixes giving bonus rolls of 2,5. This gives a total of six successes, double the target number of 3. Smeagol finds several nice, tender, fresh, juicy rabbits to feed not only himself, but Frodo as well. Let's hope no stupid fat hobbit ruins these perfectly good rabbits by turning them into a soup with taters...