OK, thanks.
The one thing I don't get about GURPS is how skills are supposed to work. If only I knew how to do that, I could kludge together a simple version to use.
The thing about how I want to play this as a GM is I hate math. I really hate math. And I also hate autistic rules that demand that you follow them precisely. So, here's how I'm going to make this work. Focus on creativity instead of boring skill checks. Let's say you're in an alleyway with a locked door. You need to open the door. There's a bunch of alley crap in the alley (garbage cans, large boards, stuff like that). Now, you could do a strength check to kick open the door or pick the lock or whatever. Or, you could just use the large boards as an improvised battering ram, which is an automatic success. If you can improvise something creative (but still somewhat believable, no turning balsa wood and pantyhose into a helicopter), it's an automatic success.