me said:
So whereas a D&D DM might say "No, you can't do that, because you don't have feat X", a GURPS GM would be much more likely to say "Hmm, that seems like a very complicated maneuver. Your attack will be at a -5. Still want to try?"
Numion said:
A strange thing to say. Gurps just about invented feats. There are things in Gurps that you can't do untrained or without the feat (EDIT: oopsie, it's advantage) or skill. "It try to read his mind" DM: "Dude, you aren't psychic" "I still try, just make it a hard roll!!"
In case you didn't know even some skills have no default. That makes your statement untrue.
Guess I should have clarified that a bit more. As I already mentioned above, advantages in GURPS tend to be of an
innate nature. Things like being a psychic, or being a mage, or being double-jointed. That's how I feel it
should be.
When D&D decided to adopt the advantages/feats idea they messed it up IMHO, because they seriously blurred the line between innate talents and learned skills. For example, I don't think weapon proficiencies should be feats, because it's something you
learn to use. You pick up a spiked chain one day, and you train with it. When you get good enough, it starts to become an effective weapon for you. And the more you use it and train with it, the better you become. Of course, you're probably neglecting your longsword training while you're doing this, so you may wind up being a master with the spiked chain, but you don't really advance in longsword.
Even worse, there are some feats which LIMIT what a character can do without those feats! That is what I was referring to above. For example, a regular chracter
cannot hamstring an opponent if he doesn't have the appropriate feat. Or you
cannot toss sand in someone's eyes because you don't have Dirty Fighting

. You
cannot jump back after an attack unless you have Spring Attack. In Gurps, all of those would be acceptable maneuvers (with the possible exception of Spring Attack - because movement is much more fine-grained in GURPS), provided you make the attack penalties and/or some additional skill checks (with a high Acrobatics check, I might allow a Spring Attack type move even in GURPS).
The whole trained vs untrained skills is an entirely different matter. And one that IMHO GURPS deals with fairly realistically. No, I don't think any yokel should be allowed to try his hand at brain surgery. Nor do I think any yokel should have a small chance at being able to use psionics or magic without having the inborn ability. And I am quite happy with the way GURPS deals with this