GURPS SUMMARY
Attributes:
Strength Base 10, 10 points per +/-1
Dexterity Base 10, 20 points per +/-1
Intelligence Base 10, 10 points per +/-1
Health Base 10, 10 points per +/-1
Perception Base 10, 5 points per +/-1
Willpower Base 10, 5 points per +/-1
Figured Values:
Base Speed = Dexterity + Health / 4
Light Encumbrance = Strength x Strength / 5
Advantages:
Languages 2 points for broken, 4 points for accented, 6 points for fluent
Reaction Roll 5 points per +/- 1
Disadvantages:
Minor Mental -5 points Resist on 12-
Serious Mental -10 points Resist on 12-
Skills:
1 point for
Climbing DX - 1
Riding DX - 1
First Aid IQ
Stealth DX - 1
Swimming HT
Simple Weapon DX (Shield, Dagger, Gun, Crossbow)
Average Weapon DX -1 (Sword, Axe/Mace, Great Sword, Great Axe/Mace, Bow)
Difficult Weapon DX -2 (Flail)
Thrown Weapon 0
Brawling DX (+1 damage for DX +2)
Karate DX -2 (+1 damage for DX +1, +2 damage for DX +2)
Judo DX -2
unskilled additional - 4
+1 for 2 points
+2 for 4 points
additional +1 for 4 points
Success and Failure:
Roll 3d6 equal to or under skill or attribute
3 automatic critical success
4 automatic success
4 - 6 and <= modified skill -10 critical success
17 automatic failure
18 automatic critical failure
Combat:
In order of basic speed (though around the table and foes act after each PC works just fine for big groups)
Step and Attack may defend
All Out Attack (+4 to hit, 2 attacks, or +2 damage)
Aim (+Weapon's Accuracy to next attack if not disrupted)
All Out Defense (may try two defenses on an attack or +2 to defense)
Move (full move may defend)
Change Position (drop prone, or kneel from prone, or stand from kneel)
Active Defenses
3d6 roll under or equal to
Dodge = Base Speed rounded down - encumbrance level
Parry = 1/2 skill +3
Block = 1/2 shield skill +3 + Defense Bonus
Back Step or drop +3 to Active Defense
Damage
Muscle Powered Weapon Table
Strength 10 Swing 1d, Thrust 1d-2
HP = Strength
Roll Weapon Damage subtract Armour Damage Resistance to get HP Damage
Damage > 1/2 HP roll Health or Stunned and Knocked Down, Limbs Crippled
HP < 4 1/2 Move
HP < 1 Roll HT each round or pass out
HP < HP x - n roll HT or die
HP < HP x -5 just plain dead
So, at the basic level GURPS isn't that complex. Oh I probably got some niggling detail wrong. But the devil is in the details.