What's the recommended system for playing Monster Hunter?
>>52581321
Probably something with a lot of narrative flexibility and easy on the spellcasters.
>>52581321
Something rules light and narrative to preserve the game's pace.
>>52581321
A PSP.
>>52581321
I've actually been working on a homebrewed system for this exact purpose, as I haven't really found anything that great for a monster hunter game.
The combat system (Which is probably the most important thing to consider) is similar to that of Mazes and Minotaurs, with a decision phase where characters give their actions in reverse order of best initiative. The main differences to this system are a "Warning phase" before the decision phase, which gives a small warning of the monsters next action, and a "reaction phase" coming after the action phase, where players may use unused actions to dodge or block a monsters attack.
>>52581824
is item usage a full round action? It better be.
4e seems like it would do pretty well there. It does positioning rather well.
>>52581852
Sheathing your weapon is a move action, using a potion is a long action (uses every part of turn except move action). So yes.
Other items (like flash bombs for instance) take less time though.
dungeons the dragoning
Kingdom Death?
>>52581321
Not the best but there's this supplement for DnD 5e that says you cut out the casters unless you want some donut steel shit.
Obviously not fine tuned for Monhun but it would work, especially for a stubborn group who doesn't want to change systems
>>52581321
https://1d4chan.org/wiki/Legend_of_Zelda_RPG
>>52581862
That or Strike! does position based combat rather well, although neither is great with "single enemy monster", without some tinkering (such as statting out one big monster as multiple smaller monsters, i.e. the Dragon's arms, the Dragon's head, etc.).
Really, basing it on Kingdom Death or maybe the Dark Souls boardgame may be your best bet.