kindred sole
Eltern, I recently underwent a very similar quest (see my thread "D20 products with rule variations?" http://www.enworld.org/showthread.php?t=170377). I will impart what my search found as concerns each of your 3 desired rule variations.
1. The only D20 product that was recommended to me that had a similar way of dealing with experience and increasing powers was Mutants & Masterminds. It didn't appeal to me, because I LIKE have the narrowed focus of a class (hey... there's always multiclassing!). But you might want to check it out, it seems like a well made products and could certainly be used in a fantasy setting (instead of just a modern comic book setting).
2. True20 and Mutants & Masterminds each has its own unique magic system, and is much more free-form than D&D. I'd recommend them.
3. Combat is the toughy, and was my main concern as well. Grim-n-Gritty is not an entire system, as you've discovered, but is not too different from what you use. True20 is similar, but has statuses and tally marks instead of the small amount of HP that GnG uses. Each system has a second roll AFTER the attack roll. GnG has damage rolled like D&D, but is heavily modified (by armor and stuff). True20 has an invented saving throw that the target must roll to avoid being hurt. I should note that Mutants and Masterminds appears to have the same system.
I, like you, try to avoid having two rolls for each attack in my home-brew. Instead of dividing the result of a success by a damage variable, I use a damage chart with a row for each damage level, and a column for each success margin. I find it simpler than doing division each time, and recommend it.
In the end, I decided to stick with my own rules when it comes to battle. But I discovered a bevy of other good ideas in these products, so it was worth my time to learn about.
Since Mutands & Masterminds seems to fit each of your three criteria, that might be your closest candidate. It is a D20 product, so it won't be all that alien to your players. Good luck!
Eltern, I recently underwent a very similar quest (see my thread "D20 products with rule variations?" http://www.enworld.org/showthread.php?t=170377). I will impart what my search found as concerns each of your 3 desired rule variations.
1. The only D20 product that was recommended to me that had a similar way of dealing with experience and increasing powers was Mutants & Masterminds. It didn't appeal to me, because I LIKE have the narrowed focus of a class (hey... there's always multiclassing!). But you might want to check it out, it seems like a well made products and could certainly be used in a fantasy setting (instead of just a modern comic book setting).
2. True20 and Mutants & Masterminds each has its own unique magic system, and is much more free-form than D&D. I'd recommend them.
3. Combat is the toughy, and was my main concern as well. Grim-n-Gritty is not an entire system, as you've discovered, but is not too different from what you use. True20 is similar, but has statuses and tally marks instead of the small amount of HP that GnG uses. Each system has a second roll AFTER the attack roll. GnG has damage rolled like D&D, but is heavily modified (by armor and stuff). True20 has an invented saving throw that the target must roll to avoid being hurt. I should note that Mutants and Masterminds appears to have the same system.
I, like you, try to avoid having two rolls for each attack in my home-brew. Instead of dividing the result of a success by a damage variable, I use a damage chart with a row for each damage level, and a column for each success margin. I find it simpler than doing division each time, and recommend it.
In the end, I decided to stick with my own rules when it comes to battle. But I discovered a bevy of other good ideas in these products, so it was worth my time to learn about.
Since Mutands & Masterminds seems to fit each of your three criteria, that might be your closest candidate. It is a D20 product, so it won't be all that alien to your players. Good luck!