Doctor Futurity
Hero
I have a weird suggestion: try finding a copy of Tunnels & Trolls and see if they can grokk it. T&T is not mechanically rigorous, but you can go from zero to hero with some luck easily. As GM its super easy to run, and you can control the power flow pretty easily. Combats are big dice pool rolls and you can throw low MR (monster rating) monsters at them to make them feel stupid powerful....if they have good math skills they will see through the veil and realize the odds are stacked in their favor (or against it if you feel mean) but if their maths are bad then they will never notice. T&T is all about action and dungeon crawling, and while you can inject roleplay into it all you want it is not in the least bit necessary. Like with D&D 5E, your level of inventory management is "set to taste" and you can easily ignore that component if you want....or let players decided.
If you try this idea, look for a copy of 5th edition T&T or later.
If you try this idea, look for a copy of 5th edition T&T or later.