I don’t know how this group would plug into it - it’s crunchy and detailed - but my Thursday group is playtesting Genesys, the basis of FFG’s Star Wars game. It’s the game with the funky symbols on the dice.
The system
It feels like someone took the chassis of a point-buy system like GURPS and the game loop of D&D 5E, and dropped a ton of narrative-gaming conventions into it. Character creation is straightforward (pick archetype, pick career, buy stats, buy skills, buy talents, choose motivations). There’s a lot of choices to make, and the talent has a lot of structure to it, so if you’re uncertain about what you want to play, it can be tricky.
During play, your rolls will generate six types of thing: triumph or despair, successes or failures, advantages or threats. You spend triumph & success to get the stuff you took action to do, then advantages on incidental benefits or perks. Threats or failures lead to complications as you’d expect.
It’s very, very easy to throw complications into the die roll. There’s a ‘difficulty’ die for straightforward rolls, that scales 0-5, but you can also throw some Setback dice into the pool for situational penalties. Players can also get Bonus dice for situational advantages. There’s a Story Point system where you can upgrade one of your dice on a roll, but both players and GM get to use Story Points, and when you spend one, it goes from the Player to GM pool (or vice versa), so you never run out.
Characters
PCs have six stats (Brawn, Agility, Cunning, Intelligence, Willpower, Presence), pretty closely aligning with D&D’s typical stats. There’s several skills, divided roughly into social, combat, magic, knowledge, and other categories. Skills attach to a controlling stat. Your dice pool starts with some mix of ability and proficiency dice based on these two values.
Skills are generally specific in application (“Melee”), but with some exceptions (“Cool” and “Discipline”). There’s a good mix of combat and non-combat applications for many skills, e.g. Cool is used for both initiative and social situations.
Talents work similar to D&D feats or Fate stunts, empowering or enabling some scenarios that your PC should be better at. There’s talent tiers, working on a pyramid basis, and some talents are ranked (letting you push them up the pyramid for increased effectiveness).
Gameplay
The combat loop should feel very familiar to any D&D 5E players. You get a Maneuver (move, aim, interact with objects, etc.) and an Action (attack, cast a spell) on your turn. There’s a Concentration mechanic for magic, letting you maintain a buff or summoned creature, but keeping you from getting out of hand.
There’s two ways to get hurt: strain (a spendable stress type pool, also used for extra effort and spellcasting) and wounds (your basic hit point mechanic). Past a ‘wound threshold’ value based on your stats, or based on a good enough attack roll, you can also take a Critical Injury, which rolls on a table of standard injuries. There’s ways to die, but it’s not the norm.
There’s a similar social-encounter system, letting you effectively play through ‘social combat’. Discover your targets’ motivations, and exploit them for bonus dice. This looks like a neat system.
Conclusion
The game needs you to buy into learning the system at least a little bit. Someone else can build a character for you, but you at minimum need to be willing to understand how the dice work, and make decisions on how to spend advantage or threat. You need to narrate confidently, rather than just slowly poke your way through a scene. For that reason, it probably wouldn’t be a good fit for this group, although a few committed people might have fun with it.