Purple sorcerer doesn't have Dying Lands content. DCC core has quite good VTT support and Purple Sorcerer is a very help resource. I'm hoping that, in time, Dying Lands content becomes available for the VTTs that offer DCC support and/or in Purple Sorcerer. I just wasn't up for doing the work myself at this time. If I could run at a table, I would likely be fine running from printed materials. But for running online, I just wanted something ready to go. But I certainly don't intend my Dying Earth set go unused forever.For running it physical, you can go to places like purple sorcerer and get spellbook printouts that consolidate and compress spells down into a more easily referenced packet.
Its still a lot of table referencing (kind of unavoidable with how their magic system works), but its a lot more convenient than using the big book. With print out and some familarity turns as a mage aren't that bad at all; for my group if a mages turn takes long its usually because of something wacky that came out of the spell needing to be adjudicated. Its seldom due to trying to just pick a spell and get it resolved.
Unisystem Lite (Buffy, Angel, Army of Darkness, Ghosts of Albion) is slightly crunchier than D&D 5E core with all player facing rolls, but this requires a good bit more prep for the GM, as the core mechanic is essentially always opposed rolls, but NPCs (including monsters) always roll a 6, and this is bound into their action value.I'm pretty sure this is a case of correlation vs causation. AFAIK there's nothing inherently requiring these to be lighter on crunch, but in practice they generally are. Ditto for FKR.
I've always run D&D as Fantasy Medieval Super Heroes. That's always how it's come across to me. I didn't realize that for the first decade, but looking back, I ran it as FMSH.I can't get past how buffed the characters are in 5e. I like the action economy very much, and I think skill checks are good, but overall, the game as written produces superheroes by level 5, and that's just not my jam. The last campaign I ran, we used some rules variants (gritty realism, low availability of durable magic items, slow level advancement, took out some spells) and it was better, but...still no. I like DCC and BRP!
Which edition?Gotcha. I've never played Warhammer, but I read a bunch of the Gotrek and Felix books and loved them! What is the core mechanic in the game?
Just don’t tell anyone the bad guys’ numbers go up to match the PCs’ numbers resulting in the illusion of progression in 99% of crunchy games.Generally adding bonuses which don’t really have grounding in the game seem superfluous.
A +1 to skills from many sources but which are very situational (some turn off or on and you tabulate a lot) “nope, this only applies when the social encounter is related to buying things” does not evoke anything and takes me out of it.
Fiddly and non impactful is more an issue to me and especially if we are not using bounded accuracy…
Another +1 added to my +18 from many sources for a roll total in the 30s…
Not worth the headspace….does not evoke anything at some point but an accounting firm
Just as an aside: I don't think those are inherently related. You can prep rules lite and improv high crunch.I guess I'm the opposite of a lot of people here, I don’t like and pretty much refuse to play rules light systems unless I know and REALLY trust the person running them. Too much GM fiat.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.