I have a setting I'd like to play, but I need a system that supports the type of gameplay it needs. Any suggestions would be a huge help!
Setting:
The setting is medieval fantasy with a focus on exploration.
I pulled inspiration from the diversity of Champions in League of Legends. I wanted to make a game with a large, diverse, and powerful world, but don't personally like running high fantasy.
So I comprimised and wrote up a setting that used to be high fantasy before a world war left everything in tatters, with ancient relics, practices, and sorceries hidden across the world. Now the characters must explore the wastes for food, water, shelter, and treasure.
Some of it will be more of a dungeon crawl, other parts more based on discovering pieces of the ancient world, but exploration will always be at the center stage.
I'm looking for something with:
A classless, skill based system (broad archetypes with inner customization would be fine)
A list of powers for characters to have (it'd be really cool if these have broad uses with room for creative interpretation)
A narrative based combat system that keeps things moving fast
Simple rules for new players to be introduced to
Not too simple so my more veteran players can be rewarded for smart playing
Why:
The characters are normal people. Some of them may have experience with combat, crime, or magic, but they wouldn't be "Fighters", "Rogues", or "Wizards"
The characters are explorers who have found and will find relics, practices, or spells with broad, interesting abilities
My group doesn't like turns and other things that slow down the thrill of beating up bad guys
Two of my players are going to be new, and one of them is reluctant to play, so the last thing I need is to have them turn up their nose at rules that take more than five or so minutes to explain
The other four (possibly five) players have played with me for four years, now, and they like being clever with the rules I give them, and surprising me with possibilities I never even thought of
Games I've considered:
GURPS: It is very reminiscent of 3.5, which did not work well with my group
Savage Worlds: I don't know what it is, but I know what my players like (not the new ones, of course), and I have a strong feeling that Savage Worlds just isn't it
Homebrews: Most homebrews, especially mine, tend to be rather unbalanced, and don't carry that professional feel that can really encourage my group to buckle down for an interesting and fun session
Others: Other games like Pathfinder, Next, Dungeon World, MicroLite, et cetera don't follow the type of campaign I'm trying to run, or the specifications I've set out
Thanks in advance!