KenM said:
GURPS has been using the same ruleset for over 10 years, you don't have to worry about buying a new set of core rules every few years.
actually, this is one of the reasons why i
don't play GURPS anymore.
if GURPS 4th edition had come out in 2000 instead of D&D 3e, i'd still be playing GURPS.
like WizarDru said, the system is getting a little long in the tooth and is IMO in need of a serious revision to bring it into the 21st century.
Jürgen Hubert said:
And I tend to feel slightly guilty when I just make up stats for D&D NPCs instead of deriving them in the proper manner.
i totally know what you mean... but i felt the same way with GURPS NPCs.

if i didn't give them their 40+5 disads and give 'em a handful of advantages and skills, i'd feel like i wasn't "doing it correctly."
WizarDru said:
Both systems have their loopholes, powergamer exploits, vague rules and 'dump stats'.
you mentioned Eidetic Memory, which was a good one. my last GURPS GM wanted to add an advantage called "Physical Adept" that worked liked EM for physical skills! hoo boy!
my "favorite" GURPS exploit was the old "hmm... if i lower all of my Dex-based skills by one level each, i free up enough points to raise my DX by 2 points! so each of my Dex-based skills will be one point higher than they were originally for the same number of points!"
i really
like point-buy RPG systems, but stuff like that can destroy any semblance of "game balance" you might think the points are bringing you. a 100-point character created by a newbie and a 100-point character created by a 10-year veteran powergamer are not going to be any
near balanced.
i find that while powergamers can exploit D&D pretty badly as well, the difference between the high end and low end of characters is much smaller -- mainly because D&D
mandates combat skill increases (BAB, saves, hit points) for all characters, whereas in GURPS, some people might actually forget to sink points into the corresponding things!