I dunno, man, even #GURPS Lite is awfully darn crunchy. For a simple sword attack:
1) Look up the appropriate skill for the attacker.
2) Apply modifiers for maneuvering, bad footing, visibility, etc.
3) Roll to hit.
4) Oh, you thought we were done? Defender chooses to dodge, parry or block.
5) Apply modifiers to defense.
6) Roll the defense.
7) You still hit? Roll for damage.
8) Subtract damage resistance of target's armor.
9) Multiply the remaining damage by a modifier for the damage type. "Small piercing" and "large piercing" have different modifiers.
10) Apply damage to target's HP.
11) Did you cross 1/3 HP or some other threshold? Special rules apply.
12) Target takes DX and IQ penalties for the next turn only.
This is "the fundamental rules, but not the options and embellishments that often confuse new players".
A combat round is one second. Say ... wasn't this designed by the same person who did Car Wars? 🤔
Well when you put it that way, it does seem like a lot.
😉
The thing is, except for the situation modifiers, the numbers don't change from encounter to encounter. And most RPGs have situation modifiers, so that's nothing new. In other words, once you get use to it, it becomes routine.
@peterdrake Yes. Designed by the same person as CarWars, Muncking, The Fantasy Trip....
Practically, I only use modifiers about half the time. Even though RAW I think they'd apply in almost everything I've run.
I will note that several people who are life long martial artist and soldiers have argued that a 1 second turn is too long. I also know there are a good number that extend the turn length to 3 or 5 seconds.
🤷♂️ I do understand if that is not the game/system for you or your group.
@peterdrake welll, I think it needs a little more detail :)