I've had a lot of complaints recently that my Action Vehicular Combat is "too complicated." It "involves unfamiliar maneuvers" (that are right there, in GURPS Action) and "really big numbers." I don't know what to say. If you can handle applying a -10 Deceptive Attack Penalty to the Vitals (-3) in the dim torchlight (-2) while making an All-Out Attack (+4) and then apply 1.5x damage on a hit, I'm pretty sure you can handle rolling against Piloting with a +20 bonus and determining the margin of victory. This is GURPS, we deal with big numbers all of the time. This isn't White Wolf, where you can count on your fingers.
"I can do the math; I'm an engineer. I just don't want to. I'm here to play, not to work."
--Nele van den Ende, PHD
Alright! Alright. I get it. I see these complaints a lot, and they mean something. The criticism of my action vehicular system is not that it's wrong, or that it's inaccurate, or that it doesn't scale. It hits all of those notes just fine. The complaint is that it's too much work to implement. Yes, it's simpler than standard GURPS combat. Yes, it's simpler and more cinematic than GURPS Spaceships combat, itself a simplification of standard GURPS combat. But it still involves quite some work and some experience to learn. Can it get any simpler than that? Sure! Of course. I mean, we're a long way off from GURPS Ultra-Lite, so I'm pretty sure there's plenty room in which we can put something that's simpler, but still tactically interesting.
But what do we mean by "simpler." We probably don't want "whooshing sounds with crayons." I mean, if you want really simple, just have people roll Pilot and then make up what happens. What's wrong with that idea? Well, it makes the Fighter Ace effectively pointless ("Did we defeat the Empire and save the carrier?" "Well, I rolled well, so yes."). So we still want some complexity here, but then, how much complexity is too complex? Well, we have some fairly specific criticisms we can parse through, and my own gut feelings.
I think what people who are complaining about this want are:
- Familiar maneuvers: GURPS Action's Chase rules are fine, but you have to, you know, learn them.
- Finger-Counting: It sounds condescending, but it's true: humans are very intuitive with values ~5, which is why we often see modifiers that tend to be in the plus or minus 1 to 5 range. Even if we have to do a lot of adding, it's easier to add 5 + 5 + 5 than it is to workout the margin of success from a roll of 13 vs a total of skill 17 with +19 in modifiers.
- Roll and Shout: While "Just roll Piloting and narrate the results" is probably too simple for what we're looking for, most people do just want to roll their skill with some "finger-counting" modifiers and then get a result out of it. As much as possible, we should be rolling against familiar skills and familiar values. That is, we shouldn't be rolling against a -1 or a 50, if possible, but somewhere between 3 and 18.

