The older I get, the less tolerance I have for crunch, even if I do sometimes have flashbacks to teenage fantasies of having a table at which a game in which weapon length, height, weight, incremental fatigue, etc. were all incorporated into a smooth running game. I want quick systems that arbitrate the move from player choice to consequences - which for me is the crux of the gaminess of role-playing games.
Anyway, I recently came across a post (from last November) on The Borderlands entitled How To Resolve Everything That Comes Up, and basically, "yes". In fact, I've said it before, I think, somewhere, in different words, that the 2d6 Reaction Roll system is THE lost universal D&D arbitration system. I wasn't the first, of course.
So: the players have made a choice and it is not clear what the outcome must be? Let the dice decide. Decide what would be the worst possible outcome, the best possible outcome, roll 2d6, add or subtract 1, 2 or in extreme circumstances 3 for all the factors reckoning into the disposition of the situation, do the same for PC actions (default to Ability Score modifiers) and interpret the result.
One of the great joys of returning to Classic D&D and its variants a few years ago was using tools such as the reaction roll, random encounter tables, and morale rules and feeling much more like I was also playing the game, not simply running a game for other people. Creative interpretation of the results of simple dice rolls is one of the key skills, and prime pleasures, of Old School games mastering.
Oh. I've kind of spoiled Steve's post. Head there anyway, he has it laid out in a well presented table!