>>96079060Ultralight is the wrong word. I guess I should say, something that works decently at level one with no special abilities. I've got a unique flock of buddies who get angry when they level up, because they don't want to remember the extra rules. "I get to use a special move? Ugh. I'm never gonna remember that."
So Savage Worlds is my solution, because it feels "complete" when running zero level characters with no special rules. Other systems don't feel like they're fully online until you've leveled up a couple times. I can give them a character with say, one spell, a pouch of grenades, an area-of-effect attack and nothing else. That's the level of mechanical complexity that they tolerate. My friends also, strangely, love the Minion mechanics where you can control a bunch of expendable hirelings. This is part of my strategy to groom them into playing skirmish wargames.
It also is fun to use the "gritty" damage rules option for much higher-lethality games, but combined with my aforementioned nerf of Shaken. The amount of injuries that get rolled makes every fight feel quick, dangerous, and disgusting since everyone ends up with a pierced chest, a missing arm, etc. For my (generally one-shot) games, it makes individual encounters feel way more impactful than other systems and lowers the total amount of combat needed to make players feel satisfied. I know there's better systems, but this one just works for me. And yes, being able to trivially access PDFs of every rulebook helps.