I played in a Honey Heist game reskinned to be D&D like instead of bears and heists and it went great. All the game's rules on one page, two stats with skill resolution using a d6 for those two stats. Character creation was a random d6 for class and characterization, the characterizations were straight from HH (rookie, washed up, incompetent, etc.) the classes were fantasy D&D like, so mage, cleric, knight, etc. I think the two stats were adventuring and cunning with most magic types falling under cunning.
HH has a mechanic for the stats to shift by one each up and down after a failure and the game to end if the stats ever get to 1 or 6, I would just cap at 2/5 and not sweat the end condition.
Combat was no hp, just roll to succeed or not. So a slick knight who failed a combat roll looked cool but did not defeat their opponent.
It gave some quick characterization hooks and a quick resolution die mechanic and allowed a lot of free form stuff on the fly for thematic powers and magic without resource management tracking. Half the magic backfired in different fun ways made up on the spot.