Re: Success rolls: effective skill below 3
Isn't part of this the mentality of favoring the "defensive" option in GURPS?
Instead of looking at it as "Defense Rolls always have a chance, so why not all rolls?" look at it as "If odds of success fall below rolling a three on 3d6, the task is considered functionally impossible and so you don't even get to roll for it. The exception being for Defense Rolls, just because as a matter of keeping the game fun, we've found that it is better to still allow a Defense Roll no matter what."
The only hiccup then becomes why Critical Successes on an attack roll don't still allow a Defense Roll in the case of a Critical Success there as well.
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