Answering from the older thread :
Yes you are correct that base skill rolls are 3D6. But what you are purposfully obsfucating is all the bullshit around a roll. And the maths you have to do.
In GURPS is up to the DM on how much details he wanna in the 3d6.
And lets be real, this game would be much better if used GURPS(any edition) rules, I honestly din't liked the "action bloat" and number bloat in thi game. As well the psyker nerfs, in relation to Dark Heresy and to Rogue Trader tabletop game (
https://roguetradertheburningexpanse.obsidianportal.com/wikis/psychic-disciplines ) . Psykers can can astral project and posses someone else's bodies while doing it, freeze enemy souls, survive in the vacuum of the space, put enemies in a trance which lasts for days, banish daemons to the warp, levitate himself, objects and enemies, forcefields, choke enemies Darth Vader style, take control over the enemy and force him to shot his companions or suicide, force bolts, among many other things. I wouild also add ice walls, ice spears and the ability to freeze enemy hearts for voidfrost discipline.
in books just to simulate a car running over another player will NEVER be simple. Y
This are optional stuff. The DM can jut say "roll 3d6" and set a difficulty which he fells appropriate
u also love to ignore that GURPs characters are primarily pre generated by the GM because the chargen is so fucking awful and unintuitive that it's easier to just hand a player a sheet than explain how to actually make a character. U
Nope, is not that complicated. Points, attributes, languages, background, reaction, advantages, disadvantages, skills and inventory.
IF you can build a character in UnderRail, you can in GURPS too.
ignoring that GURPS idiots always want every last thing simulated and rolled for with stupidly autistic maths equations
If they have fun that way, let them enjoy their game.
GURPS allow you to play with "rules light" and "rules heavy".