Quote:
Originally Posted by GreatWyrmGold
Imagine that combat didn't have three or four chapters in the core book devoted to it, and entire sourcebooks on rules for specific kinds of combat. Imagine that, instead, you had a handful of skills.
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I used to think this was all that was in there, but even before
Social Engineering, the GURPS reaction/ influence subsystem was pretty well fleshed out. It's just not, as you say, all gathered up into a couple of chapters. It's spread throughout character creation (advantages and skills), the chapters on Success Rolls and Game Mastering, and the three-page reaction chart at the end of Campaigns in the Tables chapter.
I'm not saying it can't be made more robust, but it seems to me that there's more to it than just "a handful of skills".