One significant thing to note about GURPS is that it tries to be very realistic, no matter what setting you're in. Where D&D uses rules that are fast and simple, GURPS prefers increasing accuracy even if that makes the rules more complex.
I like the example of shooting a ranged weapon at a moving target. In D&D, this is folded into the Dexterity modifier to AC. Hitting a fast dragon in a top-speed power dive is no more difficult than hitting that same dragon standing still. All you need to do is modify for range.
In GURPS it involves a table lookup. You will first have modified your attack chances for the target's size and the range to it, which is easy enough. Then you're supposed to check the table for range, plus the target's speed relative to your own, and cross-reference that with the size of the target or the body location you're aiming at. The result gives a third modifier, which is probably different for every attack roll; if you move and attack you'll have a different modifier than if you stand still. (If your GM is anal enough, this stuff may even involve the use of trigonometry. I've seen games run that way at cons, and some people really get off on it.)
There's nothing wrong with either approach, but which you prefer will depend on your play style. I ran GURPS for a few years, until I found that over time I was continually removing rules and simplifying the system to make it fast enough for my group. Eventually we decided that there was no point in using a very "realistic" system if realism wasn't important to us, and we switched to playing other games.
I like the example of shooting a ranged weapon at a moving target. In D&D, this is folded into the Dexterity modifier to AC. Hitting a fast dragon in a top-speed power dive is no more difficult than hitting that same dragon standing still. All you need to do is modify for range.
In GURPS it involves a table lookup. You will first have modified your attack chances for the target's size and the range to it, which is easy enough. Then you're supposed to check the table for range, plus the target's speed relative to your own, and cross-reference that with the size of the target or the body location you're aiming at. The result gives a third modifier, which is probably different for every attack roll; if you move and attack you'll have a different modifier than if you stand still. (If your GM is anal enough, this stuff may even involve the use of trigonometry. I've seen games run that way at cons, and some people really get off on it.)
There's nothing wrong with either approach, but which you prefer will depend on your play style. I ran GURPS for a few years, until I found that over time I was continually removing rules and simplifying the system to make it fast enough for my group. Eventually we decided that there was no point in using a very "realistic" system if realism wasn't important to us, and we switched to playing other games.