A short list of rules that won't feature as mechanics in the final version of Into the Odd.
Skills - If you want to be good at something, put your high roll into the appropriate Ability Score.
Perception - You get a clue, pay attention.
Disarming Traps - Act carefully and work out what to do.
Social Interaction - Pay attention to NPCs and work out how best to manipulate them.
Individual Initiative - Players go, Referee goes.
Prescribed Combat Moves - Just say what you want to do.
Character Backgrounds and Traits - Make one of you want but probably work it out in play.
Balancing Encounters - You'll be encountering scary stuff from day one. Later on you might be able to fight them.
Movement Rates - You move at normal pace unless you're on a horse or something.
Encumbrance - Just don't carry too much stuff.
Class - Nah.
Race - Human.