Fast Play and Rules Light
I've been playing Tunnels and Trolls since starting with 4th edition and a solo adventure in 1979.
This is my favorite and my players' favorite edition so far. It has enough ways to make characters interesting to keep them happy, while still being rules light enough that we can have many encounters in an evening without slowdowns in play.
Among the best features of Deluxe Tunnels and Trolls:
Attributes are fluid. Experience earned can be immediately used to permanently raise them to reflect character ability.
All attributes are used, regularly. There are no 'dump stats' in DT&T.
The Saving Roll mechanic is used for practically all forms of resolution--use of skills, social interaction, etc. No more having players wonder 'which dice do I roll?'
The combat system allows characters in the group to shine according to their abilities, without a lot of fussy checks. Damage sponges can soak up damage, archers and casters can do their thing.
You want wizards in swords and armor? No problem! And they do so without stepping on the toes of warriors.
Rogues are more Cugel, less Frodo. And they get spells right away.
Dead easy to adapt to any genre. I have run high fantasy, Greek mythology, modern, and steampunk, with a sci-fi campaign in the works.
This book contains the full core rules, campaign options, and the author's original Trollworld setting.
[5 of 5 Stars!]