Corinnguard
Hero
Level Up adds another layer of crunchy goodness to 5e. 

Seeing as how the "rules-lite" systems have been gaining a lot of momentum over the past few years, I was curious to see what everyone's opinions on this style of TTRPG is, as compared to more traditional and/or "crunchy" style systems that people have become so used to for decades. Both obviously have their own pros and cons, with neither being objectively better than the other, but that doesn't mean we can't discuss and compare the two in a friendly matter.
Personally, I enjoy how easy it is to pick up, learn, and play most "rules-lite" systems are, especially if I'm teaching people who have little to no experience with TTRPGs in general. They can be considered a "gateway game" that can eventually lead to the finer details and complexity of "crunchy" TTRPG systems, when there is more time or interest from these kinds of players.
This is one of my particular pet peeves when it comes to criticizing any game regardless of genre or whether I even like it. Games like Bladerunner, Vampire the Masquerade, Dungeons & Dragons, Alien, and many others are simply not designed to be generic science fiction, horror, or fantasy games. The fact that D&D doesn't a good system to use for a Wheel of Time fantasy game isn't a knock against D&D because that's not what it was designed for. I get it. You might want a more generic game with vampries in it than Vampire offers, but that's not the game designer's fault. For a game like Bladerunner, I don't actually need rules for burning attack ships off the shoulder of Orion nor do I need to them for glittering C-Beams because that's not what we'll be focused on while playing the game.My friend was a bit miffed there wasn't more detailed combat rules, that combat was too lethal, and that there were not detailed vehicle and weapons rules. I was a bit confused because the themes I was after is the human condition in a sci-fi noir environment. They were looking at the rules as more of a all purpose general sci-fi-cyberpunk tool kit. That is what I expect to be crunchy when you have a generic system, not a specific one.
Arguably, D&D 5e.
This is one of my particular pet peeves when it comes to criticizing any game regardless of genre or whether I even like it. Games like Bladerunner, Vampire the Masquerade, Dungeons & Dragons, Alien, and many others are simply not designed to be generic science fiction, horror, or fantasy games. The fact that D&D doesn't a good system to use for a Wheel of Time fantasy game isn't a knock against D&D because that's not what it was designed for. I get it. You might want a more generic game with vampries in it than Vampire offers, but that's not the game designer's fault. For a game like Bladerunner, I don't actually need rules for burning attack ships off the shoulder of Orion nor do I need to them for glittering C-Beams because that's not what we'll be focused on while playing the game.
This is a good example of the preference in action. I think the more one groks a system the more likely they are to declare it medium. I certainly dont think PF2 is "super heavy" and I dont think 5E is "heavy" compared to the examples above.
This underscores an element of the discussion that I think is important: the difference between complexity in the core system of a game (say, Shadowrun) and complexity that emerges from lots of options (D&D 3.x is a good example here, I think).Though that only works when you don't consider exception based design to up the crunchiness of a game. The D&D spell system with all its special-casing alone has made that questionable for a very long time.